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. * Represents an Dual Shock controller
  12300. */
  12301. static DUALSHOCK: number;
  12302. /**
  12303. * Specifies whether the left control stick should be Y-inverted
  12304. */
  12305. protected _invertLeftStickY: boolean;
  12306. /**
  12307. * Specifies if the gamepad has been connected
  12308. */
  12309. readonly isConnected: boolean;
  12310. /**
  12311. * Initializes the gamepad
  12312. * @param id The id of the gamepad
  12313. * @param index The index of the gamepad
  12314. * @param browserGamepad The browser gamepad
  12315. * @param leftStickX The x component of the left joystick
  12316. * @param leftStickY The y component of the left joystick
  12317. * @param rightStickX The x component of the right joystick
  12318. * @param rightStickY The y component of the right joystick
  12319. */
  12320. constructor(
  12321. /**
  12322. * The id of the gamepad
  12323. */
  12324. id: string,
  12325. /**
  12326. * The index of the gamepad
  12327. */
  12328. index: number,
  12329. /**
  12330. * The browser gamepad
  12331. */
  12332. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12333. /**
  12334. * Callback triggered when the left joystick has changed
  12335. * @param callback
  12336. */
  12337. onleftstickchanged(callback: (values: StickValues) => void): void;
  12338. /**
  12339. * Callback triggered when the right joystick has changed
  12340. * @param callback
  12341. */
  12342. onrightstickchanged(callback: (values: StickValues) => void): void;
  12343. /**
  12344. * Gets the left joystick
  12345. */
  12346. /**
  12347. * Sets the left joystick values
  12348. */
  12349. leftStick: StickValues;
  12350. /**
  12351. * Gets the right joystick
  12352. */
  12353. /**
  12354. * Sets the right joystick value
  12355. */
  12356. rightStick: StickValues;
  12357. /**
  12358. * Updates the gamepad joystick positions
  12359. */
  12360. update(): void;
  12361. /**
  12362. * Disposes the gamepad
  12363. */
  12364. dispose(): void;
  12365. }
  12366. /**
  12367. * Represents a generic gamepad
  12368. */
  12369. export class GenericPad extends Gamepad {
  12370. private _buttons;
  12371. private _onbuttondown;
  12372. private _onbuttonup;
  12373. /**
  12374. * Observable triggered when a button has been pressed
  12375. */
  12376. onButtonDownObservable: Observable<number>;
  12377. /**
  12378. * Observable triggered when a button has been released
  12379. */
  12380. onButtonUpObservable: Observable<number>;
  12381. /**
  12382. * Callback triggered when a button has been pressed
  12383. * @param callback Called when a button has been pressed
  12384. */
  12385. onbuttondown(callback: (buttonPressed: number) => void): void;
  12386. /**
  12387. * Callback triggered when a button has been released
  12388. * @param callback Called when a button has been released
  12389. */
  12390. onbuttonup(callback: (buttonReleased: number) => void): void;
  12391. /**
  12392. * Initializes the generic gamepad
  12393. * @param id The id of the generic gamepad
  12394. * @param index The index of the generic gamepad
  12395. * @param browserGamepad The browser gamepad
  12396. */
  12397. constructor(id: string, index: number, browserGamepad: any);
  12398. private _setButtonValue;
  12399. /**
  12400. * Updates the generic gamepad
  12401. */
  12402. update(): void;
  12403. /**
  12404. * Disposes the generic gamepad
  12405. */
  12406. dispose(): void;
  12407. }
  12408. }
  12409. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12410. import { Nullable } from "babylonjs/types";
  12411. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12412. import { Scene } from "babylonjs/scene";
  12413. module "babylonjs/Engines/engine" {
  12414. interface Engine {
  12415. /**
  12416. * Creates a raw texture
  12417. * @param data defines the data to store in the texture
  12418. * @param width defines the width of the texture
  12419. * @param height defines the height of the texture
  12420. * @param format defines the format of the data
  12421. * @param generateMipMaps defines if the engine should generate the mip levels
  12422. * @param invertY defines if data must be stored with Y axis inverted
  12423. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12424. * @param compression defines the compression used (null by default)
  12425. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12426. * @returns the raw texture inside an InternalTexture
  12427. */
  12428. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12429. /**
  12430. * Update a raw texture
  12431. * @param texture defines the texture to update
  12432. * @param data defines the data to store in the texture
  12433. * @param format defines the format of the data
  12434. * @param invertY defines if data must be stored with Y axis inverted
  12435. */
  12436. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12437. /**
  12438. * Update a raw texture
  12439. * @param texture defines the texture to update
  12440. * @param data defines the data to store in the texture
  12441. * @param format defines the format of the data
  12442. * @param invertY defines if data must be stored with Y axis inverted
  12443. * @param compression defines the compression used (null by default)
  12444. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12445. */
  12446. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12447. /**
  12448. * Creates a new raw cube texture
  12449. * @param data defines the array of data to use to create each face
  12450. * @param size defines the size of the textures
  12451. * @param format defines the format of the data
  12452. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12453. * @param generateMipMaps defines if the engine should generate the mip levels
  12454. * @param invertY defines if data must be stored with Y axis inverted
  12455. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12456. * @param compression defines the compression used (null by default)
  12457. * @returns the cube texture as an InternalTexture
  12458. */
  12459. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12460. /**
  12461. * Update a raw cube texture
  12462. * @param texture defines the texture to udpdate
  12463. * @param data defines the data to store
  12464. * @param format defines the data format
  12465. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12466. * @param invertY defines if data must be stored with Y axis inverted
  12467. */
  12468. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12469. /**
  12470. * Update a raw cube texture
  12471. * @param texture defines the texture to udpdate
  12472. * @param data defines the data to store
  12473. * @param format defines the data format
  12474. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12475. * @param invertY defines if data must be stored with Y axis inverted
  12476. * @param compression defines the compression used (null by default)
  12477. */
  12478. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12479. /**
  12480. * Update a raw cube texture
  12481. * @param texture defines the texture to udpdate
  12482. * @param data defines the data to store
  12483. * @param format defines the data format
  12484. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12485. * @param invertY defines if data must be stored with Y axis inverted
  12486. * @param compression defines the compression used (null by default)
  12487. * @param level defines which level of the texture to update
  12488. */
  12489. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12490. /**
  12491. * Creates a new raw cube texture from a specified url
  12492. * @param url defines the url where the data is located
  12493. * @param scene defines the current scene
  12494. * @param size defines the size of the textures
  12495. * @param format defines the format of the data
  12496. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12497. * @param noMipmap defines if the engine should avoid generating the mip levels
  12498. * @param callback defines a callback used to extract texture data from loaded data
  12499. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12500. * @param onLoad defines a callback called when texture is loaded
  12501. * @param onError defines a callback called if there is an error
  12502. * @returns the cube texture as an InternalTexture
  12503. */
  12504. 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;
  12505. /**
  12506. * Creates a new raw cube texture from a specified url
  12507. * @param url defines the url where the data is located
  12508. * @param scene defines the current scene
  12509. * @param size defines the size of the textures
  12510. * @param format defines the format of the data
  12511. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12512. * @param noMipmap defines if the engine should avoid generating the mip levels
  12513. * @param callback defines a callback used to extract texture data from loaded data
  12514. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12515. * @param onLoad defines a callback called when texture is loaded
  12516. * @param onError defines a callback called if there is an error
  12517. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12518. * @param invertY defines if data must be stored with Y axis inverted
  12519. * @returns the cube texture as an InternalTexture
  12520. */
  12521. 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;
  12522. /**
  12523. * Creates a new raw 3D texture
  12524. * @param data defines the data used to create the texture
  12525. * @param width defines the width of the texture
  12526. * @param height defines the height of the texture
  12527. * @param depth defines the depth of the texture
  12528. * @param format defines the format of the texture
  12529. * @param generateMipMaps defines if the engine must generate mip levels
  12530. * @param invertY defines if data must be stored with Y axis inverted
  12531. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12532. * @param compression defines the compressed used (can be null)
  12533. * @param textureType defines the compressed used (can be null)
  12534. * @returns a new raw 3D texture (stored in an InternalTexture)
  12535. */
  12536. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12537. /**
  12538. * Update a raw 3D texture
  12539. * @param texture defines the texture to update
  12540. * @param data defines the data to store
  12541. * @param format defines the data format
  12542. * @param invertY defines if data must be stored with Y axis inverted
  12543. */
  12544. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12545. /**
  12546. * Update a raw 3D texture
  12547. * @param texture defines the texture to update
  12548. * @param data defines the data to store
  12549. * @param format defines the data format
  12550. * @param invertY defines if data must be stored with Y axis inverted
  12551. * @param compression defines the used compression (can be null)
  12552. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12553. */
  12554. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12555. }
  12556. }
  12557. }
  12558. declare module "babylonjs/Materials/Textures/rawTexture" {
  12559. import { Scene } from "babylonjs/scene";
  12560. import { Texture } from "babylonjs/Materials/Textures/texture";
  12561. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12562. /**
  12563. * Raw texture can help creating a texture directly from an array of data.
  12564. * This can be super useful if you either get the data from an uncompressed source or
  12565. * if you wish to create your texture pixel by pixel.
  12566. */
  12567. export class RawTexture extends Texture {
  12568. /**
  12569. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12570. */
  12571. format: number;
  12572. private _engine;
  12573. /**
  12574. * Instantiates a new RawTexture.
  12575. * Raw texture can help creating a texture directly from an array of data.
  12576. * This can be super useful if you either get the data from an uncompressed source or
  12577. * if you wish to create your texture pixel by pixel.
  12578. * @param data define the array of data to use to create the texture
  12579. * @param width define the width of the texture
  12580. * @param height define the height of the texture
  12581. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12582. * @param scene define the scene the texture belongs to
  12583. * @param generateMipMaps define whether mip maps should be generated or not
  12584. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12585. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12586. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12587. */
  12588. constructor(data: ArrayBufferView, width: number, height: number,
  12589. /**
  12590. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12591. */
  12592. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12593. /**
  12594. * Updates the texture underlying data.
  12595. * @param data Define the new data of the texture
  12596. */
  12597. update(data: ArrayBufferView): void;
  12598. /**
  12599. * Creates a luminance texture from some data.
  12600. * @param data Define the texture data
  12601. * @param width Define the width of the texture
  12602. * @param height Define the height of the texture
  12603. * @param scene Define the scene the texture belongs to
  12604. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12605. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12606. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12607. * @returns the luminance texture
  12608. */
  12609. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12610. /**
  12611. * Creates a luminance alpha texture from some data.
  12612. * @param data Define the texture data
  12613. * @param width Define the width of the texture
  12614. * @param height Define the height of the texture
  12615. * @param scene Define the scene the texture belongs to
  12616. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12617. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12618. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12619. * @returns the luminance alpha texture
  12620. */
  12621. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12622. /**
  12623. * Creates an alpha texture from some data.
  12624. * @param data Define the texture data
  12625. * @param width Define the width of the texture
  12626. * @param height Define the height of the texture
  12627. * @param scene Define the scene the texture belongs to
  12628. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12629. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12630. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12631. * @returns the alpha texture
  12632. */
  12633. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12634. /**
  12635. * Creates a RGB texture from some data.
  12636. * @param data Define the texture data
  12637. * @param width Define the width of the texture
  12638. * @param height Define the height of the texture
  12639. * @param scene Define the scene the texture belongs to
  12640. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12641. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12642. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12643. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12644. * @returns the RGB alpha texture
  12645. */
  12646. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12647. /**
  12648. * Creates a RGBA texture from some data.
  12649. * @param data Define the texture data
  12650. * @param width Define the width of the texture
  12651. * @param height Define the height of the texture
  12652. * @param scene Define the scene the texture belongs to
  12653. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12654. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12655. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12656. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12657. * @returns the RGBA texture
  12658. */
  12659. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12660. /**
  12661. * Creates a R texture from some data.
  12662. * @param data Define the texture data
  12663. * @param width Define the width of the texture
  12664. * @param height Define the height of the texture
  12665. * @param scene Define the scene the texture belongs to
  12666. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12667. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12668. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12669. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12670. * @returns the R texture
  12671. */
  12672. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12673. }
  12674. }
  12675. declare module "babylonjs/Maths/math.size" {
  12676. /**
  12677. * Interface for the size containing width and height
  12678. */
  12679. export interface ISize {
  12680. /**
  12681. * Width
  12682. */
  12683. width: number;
  12684. /**
  12685. * Heighht
  12686. */
  12687. height: number;
  12688. }
  12689. /**
  12690. * Size containing widht and height
  12691. */
  12692. export class Size implements ISize {
  12693. /**
  12694. * Width
  12695. */
  12696. width: number;
  12697. /**
  12698. * Height
  12699. */
  12700. height: number;
  12701. /**
  12702. * Creates a Size object from the given width and height (floats).
  12703. * @param width width of the new size
  12704. * @param height height of the new size
  12705. */
  12706. constructor(width: number, height: number);
  12707. /**
  12708. * Returns a string with the Size width and height
  12709. * @returns a string with the Size width and height
  12710. */
  12711. toString(): string;
  12712. /**
  12713. * "Size"
  12714. * @returns the string "Size"
  12715. */
  12716. getClassName(): string;
  12717. /**
  12718. * Returns the Size hash code.
  12719. * @returns a hash code for a unique width and height
  12720. */
  12721. getHashCode(): number;
  12722. /**
  12723. * Updates the current size from the given one.
  12724. * @param src the given size
  12725. */
  12726. copyFrom(src: Size): void;
  12727. /**
  12728. * Updates in place the current Size from the given floats.
  12729. * @param width width of the new size
  12730. * @param height height of the new size
  12731. * @returns the updated Size.
  12732. */
  12733. copyFromFloats(width: number, height: number): Size;
  12734. /**
  12735. * Updates in place the current Size from the given floats.
  12736. * @param width width to set
  12737. * @param height height to set
  12738. * @returns the updated Size.
  12739. */
  12740. set(width: number, height: number): Size;
  12741. /**
  12742. * Multiplies the width and height by numbers
  12743. * @param w factor to multiple the width by
  12744. * @param h factor to multiple the height by
  12745. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12746. */
  12747. multiplyByFloats(w: number, h: number): Size;
  12748. /**
  12749. * Clones the size
  12750. * @returns a new Size copied from the given one.
  12751. */
  12752. clone(): Size;
  12753. /**
  12754. * True if the current Size and the given one width and height are strictly equal.
  12755. * @param other the other size to compare against
  12756. * @returns True if the current Size and the given one width and height are strictly equal.
  12757. */
  12758. equals(other: Size): boolean;
  12759. /**
  12760. * The surface of the Size : width * height (float).
  12761. */
  12762. readonly surface: number;
  12763. /**
  12764. * Create a new size of zero
  12765. * @returns a new Size set to (0.0, 0.0)
  12766. */
  12767. static Zero(): Size;
  12768. /**
  12769. * Sums the width and height of two sizes
  12770. * @param otherSize size to add to this size
  12771. * @returns a new Size set as the addition result of the current Size and the given one.
  12772. */
  12773. add(otherSize: Size): Size;
  12774. /**
  12775. * Subtracts the width and height of two
  12776. * @param otherSize size to subtract to this size
  12777. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12778. */
  12779. subtract(otherSize: Size): Size;
  12780. /**
  12781. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12782. * @param start starting size to lerp between
  12783. * @param end end size to lerp between
  12784. * @param amount amount to lerp between the start and end values
  12785. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12786. */
  12787. static Lerp(start: Size, end: Size, amount: number): Size;
  12788. }
  12789. }
  12790. declare module "babylonjs/Animations/runtimeAnimation" {
  12791. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12792. import { Animatable } from "babylonjs/Animations/animatable";
  12793. import { Scene } from "babylonjs/scene";
  12794. /**
  12795. * Defines a runtime animation
  12796. */
  12797. export class RuntimeAnimation {
  12798. private _events;
  12799. /**
  12800. * The current frame of the runtime animation
  12801. */
  12802. private _currentFrame;
  12803. /**
  12804. * The animation used by the runtime animation
  12805. */
  12806. private _animation;
  12807. /**
  12808. * The target of the runtime animation
  12809. */
  12810. private _target;
  12811. /**
  12812. * The initiating animatable
  12813. */
  12814. private _host;
  12815. /**
  12816. * The original value of the runtime animation
  12817. */
  12818. private _originalValue;
  12819. /**
  12820. * The original blend value of the runtime animation
  12821. */
  12822. private _originalBlendValue;
  12823. /**
  12824. * The offsets cache of the runtime animation
  12825. */
  12826. private _offsetsCache;
  12827. /**
  12828. * The high limits cache of the runtime animation
  12829. */
  12830. private _highLimitsCache;
  12831. /**
  12832. * Specifies if the runtime animation has been stopped
  12833. */
  12834. private _stopped;
  12835. /**
  12836. * The blending factor of the runtime animation
  12837. */
  12838. private _blendingFactor;
  12839. /**
  12840. * The BabylonJS scene
  12841. */
  12842. private _scene;
  12843. /**
  12844. * The current value of the runtime animation
  12845. */
  12846. private _currentValue;
  12847. /** @hidden */
  12848. _animationState: _IAnimationState;
  12849. /**
  12850. * The active target of the runtime animation
  12851. */
  12852. private _activeTargets;
  12853. private _currentActiveTarget;
  12854. private _directTarget;
  12855. /**
  12856. * The target path of the runtime animation
  12857. */
  12858. private _targetPath;
  12859. /**
  12860. * The weight of the runtime animation
  12861. */
  12862. private _weight;
  12863. /**
  12864. * The ratio offset of the runtime animation
  12865. */
  12866. private _ratioOffset;
  12867. /**
  12868. * The previous delay of the runtime animation
  12869. */
  12870. private _previousDelay;
  12871. /**
  12872. * The previous ratio of the runtime animation
  12873. */
  12874. private _previousRatio;
  12875. private _enableBlending;
  12876. private _keys;
  12877. private _minFrame;
  12878. private _maxFrame;
  12879. private _minValue;
  12880. private _maxValue;
  12881. private _targetIsArray;
  12882. /**
  12883. * Gets the current frame of the runtime animation
  12884. */
  12885. readonly currentFrame: number;
  12886. /**
  12887. * Gets the weight of the runtime animation
  12888. */
  12889. readonly weight: number;
  12890. /**
  12891. * Gets the current value of the runtime animation
  12892. */
  12893. readonly currentValue: any;
  12894. /**
  12895. * Gets the target path of the runtime animation
  12896. */
  12897. readonly targetPath: string;
  12898. /**
  12899. * Gets the actual target of the runtime animation
  12900. */
  12901. readonly target: any;
  12902. /** @hidden */
  12903. _onLoop: () => void;
  12904. /**
  12905. * Create a new RuntimeAnimation object
  12906. * @param target defines the target of the animation
  12907. * @param animation defines the source animation object
  12908. * @param scene defines the hosting scene
  12909. * @param host defines the initiating Animatable
  12910. */
  12911. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12912. private _preparePath;
  12913. /**
  12914. * Gets the animation from the runtime animation
  12915. */
  12916. readonly animation: Animation;
  12917. /**
  12918. * Resets the runtime animation to the beginning
  12919. * @param restoreOriginal defines whether to restore the target property to the original value
  12920. */
  12921. reset(restoreOriginal?: boolean): void;
  12922. /**
  12923. * Specifies if the runtime animation is stopped
  12924. * @returns Boolean specifying if the runtime animation is stopped
  12925. */
  12926. isStopped(): boolean;
  12927. /**
  12928. * Disposes of the runtime animation
  12929. */
  12930. dispose(): void;
  12931. /**
  12932. * Apply the interpolated value to the target
  12933. * @param currentValue defines the value computed by the animation
  12934. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12935. */
  12936. setValue(currentValue: any, weight: number): void;
  12937. private _getOriginalValues;
  12938. private _setValue;
  12939. /**
  12940. * Gets the loop pmode of the runtime animation
  12941. * @returns Loop Mode
  12942. */
  12943. private _getCorrectLoopMode;
  12944. /**
  12945. * Move the current animation to a given frame
  12946. * @param frame defines the frame to move to
  12947. */
  12948. goToFrame(frame: number): void;
  12949. /**
  12950. * @hidden Internal use only
  12951. */
  12952. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12953. /**
  12954. * Execute the current animation
  12955. * @param delay defines the delay to add to the current frame
  12956. * @param from defines the lower bound of the animation range
  12957. * @param to defines the upper bound of the animation range
  12958. * @param loop defines if the current animation must loop
  12959. * @param speedRatio defines the current speed ratio
  12960. * @param weight defines the weight of the animation (default is -1 so no weight)
  12961. * @param onLoop optional callback called when animation loops
  12962. * @returns a boolean indicating if the animation is running
  12963. */
  12964. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12965. }
  12966. }
  12967. declare module "babylonjs/Animations/animatable" {
  12968. import { Animation } from "babylonjs/Animations/animation";
  12969. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12970. import { Nullable } from "babylonjs/types";
  12971. import { Observable } from "babylonjs/Misc/observable";
  12972. import { Scene } from "babylonjs/scene";
  12973. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12974. import { Node } from "babylonjs/node";
  12975. /**
  12976. * Class used to store an actual running animation
  12977. */
  12978. export class Animatable {
  12979. /** defines the target object */
  12980. target: any;
  12981. /** defines the starting frame number (default is 0) */
  12982. fromFrame: number;
  12983. /** defines the ending frame number (default is 100) */
  12984. toFrame: number;
  12985. /** defines if the animation must loop (default is false) */
  12986. loopAnimation: boolean;
  12987. /** defines a callback to call when animation ends if it is not looping */
  12988. onAnimationEnd?: (() => void) | null | undefined;
  12989. /** defines a callback to call when animation loops */
  12990. onAnimationLoop?: (() => void) | null | undefined;
  12991. private _localDelayOffset;
  12992. private _pausedDelay;
  12993. private _runtimeAnimations;
  12994. private _paused;
  12995. private _scene;
  12996. private _speedRatio;
  12997. private _weight;
  12998. private _syncRoot;
  12999. /**
  13000. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13001. * This will only apply for non looping animation (default is true)
  13002. */
  13003. disposeOnEnd: boolean;
  13004. /**
  13005. * Gets a boolean indicating if the animation has started
  13006. */
  13007. animationStarted: boolean;
  13008. /**
  13009. * Observer raised when the animation ends
  13010. */
  13011. onAnimationEndObservable: Observable<Animatable>;
  13012. /**
  13013. * Observer raised when the animation loops
  13014. */
  13015. onAnimationLoopObservable: Observable<Animatable>;
  13016. /**
  13017. * Gets the root Animatable used to synchronize and normalize animations
  13018. */
  13019. readonly syncRoot: Nullable<Animatable>;
  13020. /**
  13021. * Gets the current frame of the first RuntimeAnimation
  13022. * Used to synchronize Animatables
  13023. */
  13024. readonly masterFrame: number;
  13025. /**
  13026. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13027. */
  13028. weight: number;
  13029. /**
  13030. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13031. */
  13032. speedRatio: number;
  13033. /**
  13034. * Creates a new Animatable
  13035. * @param scene defines the hosting scene
  13036. * @param target defines the target object
  13037. * @param fromFrame defines the starting frame number (default is 0)
  13038. * @param toFrame defines the ending frame number (default is 100)
  13039. * @param loopAnimation defines if the animation must loop (default is false)
  13040. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13041. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13042. * @param animations defines a group of animation to add to the new Animatable
  13043. * @param onAnimationLoop defines a callback to call when animation loops
  13044. */
  13045. constructor(scene: Scene,
  13046. /** defines the target object */
  13047. target: any,
  13048. /** defines the starting frame number (default is 0) */
  13049. fromFrame?: number,
  13050. /** defines the ending frame number (default is 100) */
  13051. toFrame?: number,
  13052. /** defines if the animation must loop (default is false) */
  13053. loopAnimation?: boolean, speedRatio?: number,
  13054. /** defines a callback to call when animation ends if it is not looping */
  13055. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13056. /** defines a callback to call when animation loops */
  13057. onAnimationLoop?: (() => void) | null | undefined);
  13058. /**
  13059. * Synchronize and normalize current Animatable with a source Animatable
  13060. * This is useful when using animation weights and when animations are not of the same length
  13061. * @param root defines the root Animatable to synchronize with
  13062. * @returns the current Animatable
  13063. */
  13064. syncWith(root: Animatable): Animatable;
  13065. /**
  13066. * Gets the list of runtime animations
  13067. * @returns an array of RuntimeAnimation
  13068. */
  13069. getAnimations(): RuntimeAnimation[];
  13070. /**
  13071. * Adds more animations to the current animatable
  13072. * @param target defines the target of the animations
  13073. * @param animations defines the new animations to add
  13074. */
  13075. appendAnimations(target: any, animations: Animation[]): void;
  13076. /**
  13077. * Gets the source animation for a specific property
  13078. * @param property defines the propertyu to look for
  13079. * @returns null or the source animation for the given property
  13080. */
  13081. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13082. /**
  13083. * Gets the runtime animation for a specific property
  13084. * @param property defines the propertyu to look for
  13085. * @returns null or the runtime animation for the given property
  13086. */
  13087. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13088. /**
  13089. * Resets the animatable to its original state
  13090. */
  13091. reset(): void;
  13092. /**
  13093. * Allows the animatable to blend with current running animations
  13094. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13095. * @param blendingSpeed defines the blending speed to use
  13096. */
  13097. enableBlending(blendingSpeed: number): void;
  13098. /**
  13099. * Disable animation blending
  13100. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13101. */
  13102. disableBlending(): void;
  13103. /**
  13104. * Jump directly to a given frame
  13105. * @param frame defines the frame to jump to
  13106. */
  13107. goToFrame(frame: number): void;
  13108. /**
  13109. * Pause the animation
  13110. */
  13111. pause(): void;
  13112. /**
  13113. * Restart the animation
  13114. */
  13115. restart(): void;
  13116. private _raiseOnAnimationEnd;
  13117. /**
  13118. * Stop and delete the current animation
  13119. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13120. * @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)
  13121. */
  13122. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13123. /**
  13124. * Wait asynchronously for the animation to end
  13125. * @returns a promise which will be fullfilled when the animation ends
  13126. */
  13127. waitAsync(): Promise<Animatable>;
  13128. /** @hidden */
  13129. _animate(delay: number): boolean;
  13130. }
  13131. module "babylonjs/scene" {
  13132. interface Scene {
  13133. /** @hidden */
  13134. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13135. /** @hidden */
  13136. _processLateAnimationBindingsForMatrices(holder: {
  13137. totalWeight: number;
  13138. animations: RuntimeAnimation[];
  13139. originalValue: Matrix;
  13140. }): any;
  13141. /** @hidden */
  13142. _processLateAnimationBindingsForQuaternions(holder: {
  13143. totalWeight: number;
  13144. animations: RuntimeAnimation[];
  13145. originalValue: Quaternion;
  13146. }, refQuaternion: Quaternion): Quaternion;
  13147. /** @hidden */
  13148. _processLateAnimationBindings(): void;
  13149. /**
  13150. * Will start the animation sequence of a given target
  13151. * @param target defines the target
  13152. * @param from defines from which frame should animation start
  13153. * @param to defines until which frame should animation run.
  13154. * @param weight defines the weight to apply to the animation (1.0 by default)
  13155. * @param loop defines if the animation loops
  13156. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13157. * @param onAnimationEnd defines the function to be executed when the animation ends
  13158. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13159. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13160. * @param onAnimationLoop defines the callback to call when an animation loops
  13161. * @returns the animatable object created for this animation
  13162. */
  13163. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13164. /**
  13165. * Will start the animation sequence of a given target
  13166. * @param target defines the target
  13167. * @param from defines from which frame should animation start
  13168. * @param to defines until which frame should animation run.
  13169. * @param loop defines if the animation loops
  13170. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13171. * @param onAnimationEnd defines the function to be executed when the animation ends
  13172. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13173. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13174. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13175. * @param onAnimationLoop defines the callback to call when an animation loops
  13176. * @returns the animatable object created for this animation
  13177. */
  13178. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13179. /**
  13180. * Will start the animation sequence of a given target and its hierarchy
  13181. * @param target defines the target
  13182. * @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.
  13183. * @param from defines from which frame should animation start
  13184. * @param to defines until which frame should animation run.
  13185. * @param loop defines if the animation loops
  13186. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13187. * @param onAnimationEnd defines the function to be executed when the animation ends
  13188. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13189. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13190. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13191. * @param onAnimationLoop defines the callback to call when an animation loops
  13192. * @returns the list of created animatables
  13193. */
  13194. 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[];
  13195. /**
  13196. * Begin a new animation on a given node
  13197. * @param target defines the target where the animation will take place
  13198. * @param animations defines the list of animations to start
  13199. * @param from defines the initial value
  13200. * @param to defines the final value
  13201. * @param loop defines if you want animation to loop (off by default)
  13202. * @param speedRatio defines the speed ratio to apply to all animations
  13203. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13204. * @param onAnimationLoop defines the callback to call when an animation loops
  13205. * @returns the list of created animatables
  13206. */
  13207. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13208. /**
  13209. * Begin a new animation on a given node and its hierarchy
  13210. * @param target defines the root node where the animation will take place
  13211. * @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.
  13212. * @param animations defines the list of animations to start
  13213. * @param from defines the initial value
  13214. * @param to defines the final value
  13215. * @param loop defines if you want animation to loop (off by default)
  13216. * @param speedRatio defines the speed ratio to apply to all animations
  13217. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13218. * @param onAnimationLoop defines the callback to call when an animation loops
  13219. * @returns the list of animatables created for all nodes
  13220. */
  13221. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13222. /**
  13223. * Gets the animatable associated with a specific target
  13224. * @param target defines the target of the animatable
  13225. * @returns the required animatable if found
  13226. */
  13227. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13228. /**
  13229. * Gets all animatables associated with a given target
  13230. * @param target defines the target to look animatables for
  13231. * @returns an array of Animatables
  13232. */
  13233. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13234. /**
  13235. * Stops and removes all animations that have been applied to the scene
  13236. */
  13237. stopAllAnimations(): void;
  13238. }
  13239. }
  13240. module "babylonjs/Bones/bone" {
  13241. interface Bone {
  13242. /**
  13243. * Copy an animation range from another bone
  13244. * @param source defines the source bone
  13245. * @param rangeName defines the range name to copy
  13246. * @param frameOffset defines the frame offset
  13247. * @param rescaleAsRequired defines if rescaling must be applied if required
  13248. * @param skelDimensionsRatio defines the scaling ratio
  13249. * @returns true if operation was successful
  13250. */
  13251. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13252. }
  13253. }
  13254. }
  13255. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13256. /**
  13257. * Class used to override all child animations of a given target
  13258. */
  13259. export class AnimationPropertiesOverride {
  13260. /**
  13261. * Gets or sets a value indicating if animation blending must be used
  13262. */
  13263. enableBlending: boolean;
  13264. /**
  13265. * Gets or sets the blending speed to use when enableBlending is true
  13266. */
  13267. blendingSpeed: number;
  13268. /**
  13269. * Gets or sets the default loop mode to use
  13270. */
  13271. loopMode: number;
  13272. }
  13273. }
  13274. declare module "babylonjs/Bones/skeleton" {
  13275. import { Bone } from "babylonjs/Bones/bone";
  13276. import { Observable } from "babylonjs/Misc/observable";
  13277. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13278. import { Scene } from "babylonjs/scene";
  13279. import { Nullable } from "babylonjs/types";
  13280. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13281. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13282. import { Animatable } from "babylonjs/Animations/animatable";
  13283. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13284. import { Animation } from "babylonjs/Animations/animation";
  13285. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13286. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13287. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13288. /**
  13289. * Class used to handle skinning animations
  13290. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13291. */
  13292. export class Skeleton implements IAnimatable {
  13293. /** defines the skeleton name */
  13294. name: string;
  13295. /** defines the skeleton Id */
  13296. id: string;
  13297. /**
  13298. * Defines the list of child bones
  13299. */
  13300. bones: Bone[];
  13301. /**
  13302. * Defines an estimate of the dimension of the skeleton at rest
  13303. */
  13304. dimensionsAtRest: Vector3;
  13305. /**
  13306. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13307. */
  13308. needInitialSkinMatrix: boolean;
  13309. /**
  13310. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13311. */
  13312. overrideMesh: Nullable<AbstractMesh>;
  13313. /**
  13314. * Gets the list of animations attached to this skeleton
  13315. */
  13316. animations: Array<Animation>;
  13317. private _scene;
  13318. private _isDirty;
  13319. private _transformMatrices;
  13320. private _transformMatrixTexture;
  13321. private _meshesWithPoseMatrix;
  13322. private _animatables;
  13323. private _identity;
  13324. private _synchronizedWithMesh;
  13325. private _ranges;
  13326. private _lastAbsoluteTransformsUpdateId;
  13327. private _canUseTextureForBones;
  13328. private _uniqueId;
  13329. /** @hidden */
  13330. _numBonesWithLinkedTransformNode: number;
  13331. /** @hidden */
  13332. _hasWaitingData: Nullable<boolean>;
  13333. /**
  13334. * Specifies if the skeleton should be serialized
  13335. */
  13336. doNotSerialize: boolean;
  13337. private _useTextureToStoreBoneMatrices;
  13338. /**
  13339. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13340. * Please note that this option is not available if the hardware does not support it
  13341. */
  13342. useTextureToStoreBoneMatrices: boolean;
  13343. private _animationPropertiesOverride;
  13344. /**
  13345. * Gets or sets the animation properties override
  13346. */
  13347. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13348. /**
  13349. * List of inspectable custom properties (used by the Inspector)
  13350. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13351. */
  13352. inspectableCustomProperties: IInspectable[];
  13353. /**
  13354. * An observable triggered before computing the skeleton's matrices
  13355. */
  13356. onBeforeComputeObservable: Observable<Skeleton>;
  13357. /**
  13358. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13359. */
  13360. readonly isUsingTextureForMatrices: boolean;
  13361. /**
  13362. * Gets the unique ID of this skeleton
  13363. */
  13364. readonly uniqueId: number;
  13365. /**
  13366. * Creates a new skeleton
  13367. * @param name defines the skeleton name
  13368. * @param id defines the skeleton Id
  13369. * @param scene defines the hosting scene
  13370. */
  13371. constructor(
  13372. /** defines the skeleton name */
  13373. name: string,
  13374. /** defines the skeleton Id */
  13375. id: string, scene: Scene);
  13376. /**
  13377. * Gets the current object class name.
  13378. * @return the class name
  13379. */
  13380. getClassName(): string;
  13381. /**
  13382. * Returns an array containing the root bones
  13383. * @returns an array containing the root bones
  13384. */
  13385. getChildren(): Array<Bone>;
  13386. /**
  13387. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13388. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13389. * @returns a Float32Array containing matrices data
  13390. */
  13391. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13392. /**
  13393. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13394. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13395. * @returns a raw texture containing the data
  13396. */
  13397. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13398. /**
  13399. * Gets the current hosting scene
  13400. * @returns a scene object
  13401. */
  13402. getScene(): Scene;
  13403. /**
  13404. * Gets a string representing the current skeleton data
  13405. * @param fullDetails defines a boolean indicating if we want a verbose version
  13406. * @returns a string representing the current skeleton data
  13407. */
  13408. toString(fullDetails?: boolean): string;
  13409. /**
  13410. * Get bone's index searching by name
  13411. * @param name defines bone's name to search for
  13412. * @return the indice of the bone. Returns -1 if not found
  13413. */
  13414. getBoneIndexByName(name: string): number;
  13415. /**
  13416. * Creater a new animation range
  13417. * @param name defines the name of the range
  13418. * @param from defines the start key
  13419. * @param to defines the end key
  13420. */
  13421. createAnimationRange(name: string, from: number, to: number): void;
  13422. /**
  13423. * Delete a specific animation range
  13424. * @param name defines the name of the range
  13425. * @param deleteFrames defines if frames must be removed as well
  13426. */
  13427. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13428. /**
  13429. * Gets a specific animation range
  13430. * @param name defines the name of the range to look for
  13431. * @returns the requested animation range or null if not found
  13432. */
  13433. getAnimationRange(name: string): Nullable<AnimationRange>;
  13434. /**
  13435. * Gets the list of all animation ranges defined on this skeleton
  13436. * @returns an array
  13437. */
  13438. getAnimationRanges(): Nullable<AnimationRange>[];
  13439. /**
  13440. * Copy animation range from a source skeleton.
  13441. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13442. * @param source defines the source skeleton
  13443. * @param name defines the name of the range to copy
  13444. * @param rescaleAsRequired defines if rescaling must be applied if required
  13445. * @returns true if operation was successful
  13446. */
  13447. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13448. /**
  13449. * Forces the skeleton to go to rest pose
  13450. */
  13451. returnToRest(): void;
  13452. private _getHighestAnimationFrame;
  13453. /**
  13454. * Begin a specific animation range
  13455. * @param name defines the name of the range to start
  13456. * @param loop defines if looping must be turned on (false by default)
  13457. * @param speedRatio defines the speed ratio to apply (1 by default)
  13458. * @param onAnimationEnd defines a callback which will be called when animation will end
  13459. * @returns a new animatable
  13460. */
  13461. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13462. /** @hidden */
  13463. _markAsDirty(): void;
  13464. /** @hidden */
  13465. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13466. /** @hidden */
  13467. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13468. private _computeTransformMatrices;
  13469. /**
  13470. * Build all resources required to render a skeleton
  13471. */
  13472. prepare(): void;
  13473. /**
  13474. * Gets the list of animatables currently running for this skeleton
  13475. * @returns an array of animatables
  13476. */
  13477. getAnimatables(): IAnimatable[];
  13478. /**
  13479. * Clone the current skeleton
  13480. * @param name defines the name of the new skeleton
  13481. * @param id defines the id of the new skeleton
  13482. * @returns the new skeleton
  13483. */
  13484. clone(name: string, id: string): Skeleton;
  13485. /**
  13486. * Enable animation blending for this skeleton
  13487. * @param blendingSpeed defines the blending speed to apply
  13488. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13489. */
  13490. enableBlending(blendingSpeed?: number): void;
  13491. /**
  13492. * Releases all resources associated with the current skeleton
  13493. */
  13494. dispose(): void;
  13495. /**
  13496. * Serialize the skeleton in a JSON object
  13497. * @returns a JSON object
  13498. */
  13499. serialize(): any;
  13500. /**
  13501. * Creates a new skeleton from serialized data
  13502. * @param parsedSkeleton defines the serialized data
  13503. * @param scene defines the hosting scene
  13504. * @returns a new skeleton
  13505. */
  13506. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13507. /**
  13508. * Compute all node absolute transforms
  13509. * @param forceUpdate defines if computation must be done even if cache is up to date
  13510. */
  13511. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13512. /**
  13513. * Gets the root pose matrix
  13514. * @returns a matrix
  13515. */
  13516. getPoseMatrix(): Nullable<Matrix>;
  13517. /**
  13518. * Sorts bones per internal index
  13519. */
  13520. sortBones(): void;
  13521. private _sortBones;
  13522. }
  13523. }
  13524. declare module "babylonjs/Bones/bone" {
  13525. import { Skeleton } from "babylonjs/Bones/skeleton";
  13526. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13527. import { Nullable } from "babylonjs/types";
  13528. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13529. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13530. import { Node } from "babylonjs/node";
  13531. import { Space } from "babylonjs/Maths/math.axis";
  13532. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13533. /**
  13534. * Class used to store bone information
  13535. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13536. */
  13537. export class Bone extends Node {
  13538. /**
  13539. * defines the bone name
  13540. */
  13541. name: string;
  13542. private static _tmpVecs;
  13543. private static _tmpQuat;
  13544. private static _tmpMats;
  13545. /**
  13546. * Gets the list of child bones
  13547. */
  13548. children: Bone[];
  13549. /** Gets the animations associated with this bone */
  13550. animations: import("babylonjs/Animations/animation").Animation[];
  13551. /**
  13552. * Gets or sets bone length
  13553. */
  13554. length: number;
  13555. /**
  13556. * @hidden Internal only
  13557. * Set this value to map this bone to a different index in the transform matrices
  13558. * Set this value to -1 to exclude the bone from the transform matrices
  13559. */
  13560. _index: Nullable<number>;
  13561. private _skeleton;
  13562. private _localMatrix;
  13563. private _restPose;
  13564. private _baseMatrix;
  13565. private _absoluteTransform;
  13566. private _invertedAbsoluteTransform;
  13567. private _parent;
  13568. private _scalingDeterminant;
  13569. private _worldTransform;
  13570. private _localScaling;
  13571. private _localRotation;
  13572. private _localPosition;
  13573. private _needToDecompose;
  13574. private _needToCompose;
  13575. /** @hidden */
  13576. _linkedTransformNode: Nullable<TransformNode>;
  13577. /** @hidden */
  13578. _waitingTransformNodeId: Nullable<string>;
  13579. /** @hidden */
  13580. /** @hidden */
  13581. _matrix: Matrix;
  13582. /**
  13583. * Create a new bone
  13584. * @param name defines the bone name
  13585. * @param skeleton defines the parent skeleton
  13586. * @param parentBone defines the parent (can be null if the bone is the root)
  13587. * @param localMatrix defines the local matrix
  13588. * @param restPose defines the rest pose matrix
  13589. * @param baseMatrix defines the base matrix
  13590. * @param index defines index of the bone in the hiearchy
  13591. */
  13592. constructor(
  13593. /**
  13594. * defines the bone name
  13595. */
  13596. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13597. /**
  13598. * Gets the current object class name.
  13599. * @return the class name
  13600. */
  13601. getClassName(): string;
  13602. /**
  13603. * Gets the parent skeleton
  13604. * @returns a skeleton
  13605. */
  13606. getSkeleton(): Skeleton;
  13607. /**
  13608. * Gets parent bone
  13609. * @returns a bone or null if the bone is the root of the bone hierarchy
  13610. */
  13611. getParent(): Nullable<Bone>;
  13612. /**
  13613. * Returns an array containing the root bones
  13614. * @returns an array containing the root bones
  13615. */
  13616. getChildren(): Array<Bone>;
  13617. /**
  13618. * Sets the parent bone
  13619. * @param parent defines the parent (can be null if the bone is the root)
  13620. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13621. */
  13622. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13623. /**
  13624. * Gets the local matrix
  13625. * @returns a matrix
  13626. */
  13627. getLocalMatrix(): Matrix;
  13628. /**
  13629. * Gets the base matrix (initial matrix which remains unchanged)
  13630. * @returns a matrix
  13631. */
  13632. getBaseMatrix(): Matrix;
  13633. /**
  13634. * Gets the rest pose matrix
  13635. * @returns a matrix
  13636. */
  13637. getRestPose(): Matrix;
  13638. /**
  13639. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13640. */
  13641. getWorldMatrix(): Matrix;
  13642. /**
  13643. * Sets the local matrix to rest pose matrix
  13644. */
  13645. returnToRest(): void;
  13646. /**
  13647. * Gets the inverse of the absolute transform matrix.
  13648. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13649. * @returns a matrix
  13650. */
  13651. getInvertedAbsoluteTransform(): Matrix;
  13652. /**
  13653. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13654. * @returns a matrix
  13655. */
  13656. getAbsoluteTransform(): Matrix;
  13657. /**
  13658. * Links with the given transform node.
  13659. * The local matrix of this bone is copied from the transform node every frame.
  13660. * @param transformNode defines the transform node to link to
  13661. */
  13662. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13663. /**
  13664. * Gets the node used to drive the bone's transformation
  13665. * @returns a transform node or null
  13666. */
  13667. getTransformNode(): Nullable<TransformNode>;
  13668. /** Gets or sets current position (in local space) */
  13669. position: Vector3;
  13670. /** Gets or sets current rotation (in local space) */
  13671. rotation: Vector3;
  13672. /** Gets or sets current rotation quaternion (in local space) */
  13673. rotationQuaternion: Quaternion;
  13674. /** Gets or sets current scaling (in local space) */
  13675. scaling: Vector3;
  13676. /**
  13677. * Gets the animation properties override
  13678. */
  13679. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13680. private _decompose;
  13681. private _compose;
  13682. /**
  13683. * Update the base and local matrices
  13684. * @param matrix defines the new base or local matrix
  13685. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13686. * @param updateLocalMatrix defines if the local matrix should be updated
  13687. */
  13688. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13689. /** @hidden */
  13690. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13691. /**
  13692. * Flag the bone as dirty (Forcing it to update everything)
  13693. */
  13694. markAsDirty(): void;
  13695. /** @hidden */
  13696. _markAsDirtyAndCompose(): void;
  13697. private _markAsDirtyAndDecompose;
  13698. /**
  13699. * Translate the bone in local or world space
  13700. * @param vec The amount to translate the bone
  13701. * @param space The space that the translation is in
  13702. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13703. */
  13704. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13705. /**
  13706. * Set the postion of the bone in local or world space
  13707. * @param position The position to set the bone
  13708. * @param space The space that the position is in
  13709. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13710. */
  13711. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13712. /**
  13713. * Set the absolute position of the bone (world space)
  13714. * @param position The position to set the bone
  13715. * @param mesh The mesh that this bone is attached to
  13716. */
  13717. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13718. /**
  13719. * Scale the bone on the x, y and z axes (in local space)
  13720. * @param x The amount to scale the bone on the x axis
  13721. * @param y The amount to scale the bone on the y axis
  13722. * @param z The amount to scale the bone on the z axis
  13723. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13724. */
  13725. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13726. /**
  13727. * Set the bone scaling in local space
  13728. * @param scale defines the scaling vector
  13729. */
  13730. setScale(scale: Vector3): void;
  13731. /**
  13732. * Gets the current scaling in local space
  13733. * @returns the current scaling vector
  13734. */
  13735. getScale(): Vector3;
  13736. /**
  13737. * Gets the current scaling in local space and stores it in a target vector
  13738. * @param result defines the target vector
  13739. */
  13740. getScaleToRef(result: Vector3): void;
  13741. /**
  13742. * Set the yaw, pitch, and roll of the bone in local or world space
  13743. * @param yaw The rotation of the bone on the y axis
  13744. * @param pitch The rotation of the bone on the x axis
  13745. * @param roll The rotation of the bone on the z axis
  13746. * @param space The space that the axes of rotation are in
  13747. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13748. */
  13749. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13750. /**
  13751. * Add a rotation to the bone on an axis in local or world space
  13752. * @param axis The axis to rotate the bone on
  13753. * @param amount The amount to rotate the bone
  13754. * @param space The space that the axis is in
  13755. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13756. */
  13757. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13758. /**
  13759. * Set the rotation of the bone to a particular axis angle in local or world space
  13760. * @param axis The axis to rotate the bone on
  13761. * @param angle The angle that the bone should be rotated to
  13762. * @param space The space that the axis is in
  13763. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13764. */
  13765. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13766. /**
  13767. * Set the euler rotation of the bone in local of world space
  13768. * @param rotation The euler rotation that the bone should be set to
  13769. * @param space The space that the rotation is in
  13770. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13771. */
  13772. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13773. /**
  13774. * Set the quaternion rotation of the bone in local of world space
  13775. * @param quat The quaternion rotation that the bone should be set to
  13776. * @param space The space that the rotation is in
  13777. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13778. */
  13779. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13780. /**
  13781. * Set the rotation matrix of the bone in local of world space
  13782. * @param rotMat The rotation matrix that the bone should be set to
  13783. * @param space The space that the rotation is in
  13784. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13785. */
  13786. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13787. private _rotateWithMatrix;
  13788. private _getNegativeRotationToRef;
  13789. /**
  13790. * Get the position of the bone in local or world space
  13791. * @param space The space that the returned position is in
  13792. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13793. * @returns The position of the bone
  13794. */
  13795. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13796. /**
  13797. * Copy the position of the bone to a vector3 in local or world space
  13798. * @param space The space that the returned position is in
  13799. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13800. * @param result The vector3 to copy the position to
  13801. */
  13802. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13803. /**
  13804. * Get the absolute position of the bone (world space)
  13805. * @param mesh The mesh that this bone is attached to
  13806. * @returns The absolute position of the bone
  13807. */
  13808. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13809. /**
  13810. * Copy the absolute position of the bone (world space) to the result param
  13811. * @param mesh The mesh that this bone is attached to
  13812. * @param result The vector3 to copy the absolute position to
  13813. */
  13814. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13815. /**
  13816. * Compute the absolute transforms of this bone and its children
  13817. */
  13818. computeAbsoluteTransforms(): void;
  13819. /**
  13820. * Get the world direction from an axis that is in the local space of the bone
  13821. * @param localAxis The local direction that is used to compute the world direction
  13822. * @param mesh The mesh that this bone is attached to
  13823. * @returns The world direction
  13824. */
  13825. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13826. /**
  13827. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13828. * @param localAxis The local direction that is used to compute the world direction
  13829. * @param mesh The mesh that this bone is attached to
  13830. * @param result The vector3 that the world direction will be copied to
  13831. */
  13832. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13833. /**
  13834. * Get the euler rotation of the bone in local or world space
  13835. * @param space The space that the rotation should be in
  13836. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13837. * @returns The euler rotation
  13838. */
  13839. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13840. /**
  13841. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13842. * @param space The space that the rotation should be in
  13843. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13844. * @param result The vector3 that the rotation should be copied to
  13845. */
  13846. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13847. /**
  13848. * Get the quaternion rotation of the bone in either local or world space
  13849. * @param space The space that the rotation should be in
  13850. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13851. * @returns The quaternion rotation
  13852. */
  13853. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13854. /**
  13855. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13856. * @param space The space that the rotation should be in
  13857. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13858. * @param result The quaternion that the rotation should be copied to
  13859. */
  13860. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13861. /**
  13862. * Get the rotation matrix of the bone in local or world space
  13863. * @param space The space that the rotation should be in
  13864. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13865. * @returns The rotation matrix
  13866. */
  13867. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13868. /**
  13869. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13870. * @param space The space that the rotation should be in
  13871. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13872. * @param result The quaternion that the rotation should be copied to
  13873. */
  13874. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13875. /**
  13876. * Get the world position of a point that is in the local space of the bone
  13877. * @param position The local position
  13878. * @param mesh The mesh that this bone is attached to
  13879. * @returns The world position
  13880. */
  13881. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13882. /**
  13883. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13884. * @param position The local position
  13885. * @param mesh The mesh that this bone is attached to
  13886. * @param result The vector3 that the world position should be copied to
  13887. */
  13888. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13889. /**
  13890. * Get the local position of a point that is in world space
  13891. * @param position The world position
  13892. * @param mesh The mesh that this bone is attached to
  13893. * @returns The local position
  13894. */
  13895. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13896. /**
  13897. * Get the local position of a point that is in world space and copy it to the result param
  13898. * @param position The world position
  13899. * @param mesh The mesh that this bone is attached to
  13900. * @param result The vector3 that the local position should be copied to
  13901. */
  13902. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13903. }
  13904. }
  13905. declare module "babylonjs/Meshes/transformNode" {
  13906. import { DeepImmutable } from "babylonjs/types";
  13907. import { Observable } from "babylonjs/Misc/observable";
  13908. import { Nullable } from "babylonjs/types";
  13909. import { Camera } from "babylonjs/Cameras/camera";
  13910. import { Scene } from "babylonjs/scene";
  13911. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13912. import { Node } from "babylonjs/node";
  13913. import { Bone } from "babylonjs/Bones/bone";
  13914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13915. import { Space } from "babylonjs/Maths/math.axis";
  13916. /**
  13917. * 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.
  13918. * @see https://doc.babylonjs.com/how_to/transformnode
  13919. */
  13920. export class TransformNode extends Node {
  13921. /**
  13922. * Object will not rotate to face the camera
  13923. */
  13924. static BILLBOARDMODE_NONE: number;
  13925. /**
  13926. * Object will rotate to face the camera but only on the x axis
  13927. */
  13928. static BILLBOARDMODE_X: number;
  13929. /**
  13930. * Object will rotate to face the camera but only on the y axis
  13931. */
  13932. static BILLBOARDMODE_Y: number;
  13933. /**
  13934. * Object will rotate to face the camera but only on the z axis
  13935. */
  13936. static BILLBOARDMODE_Z: number;
  13937. /**
  13938. * Object will rotate to face the camera
  13939. */
  13940. static BILLBOARDMODE_ALL: number;
  13941. /**
  13942. * Object will rotate to face the camera's position instead of orientation
  13943. */
  13944. static BILLBOARDMODE_USE_POSITION: number;
  13945. private _forward;
  13946. private _forwardInverted;
  13947. private _up;
  13948. private _right;
  13949. private _rightInverted;
  13950. private _position;
  13951. private _rotation;
  13952. private _rotationQuaternion;
  13953. protected _scaling: Vector3;
  13954. protected _isDirty: boolean;
  13955. private _transformToBoneReferal;
  13956. private _isAbsoluteSynced;
  13957. private _billboardMode;
  13958. /**
  13959. * Gets or sets the billboard mode. Default is 0.
  13960. *
  13961. * | Value | Type | Description |
  13962. * | --- | --- | --- |
  13963. * | 0 | BILLBOARDMODE_NONE | |
  13964. * | 1 | BILLBOARDMODE_X | |
  13965. * | 2 | BILLBOARDMODE_Y | |
  13966. * | 4 | BILLBOARDMODE_Z | |
  13967. * | 7 | BILLBOARDMODE_ALL | |
  13968. *
  13969. */
  13970. billboardMode: number;
  13971. private _preserveParentRotationForBillboard;
  13972. /**
  13973. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13974. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13975. */
  13976. preserveParentRotationForBillboard: boolean;
  13977. /**
  13978. * 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
  13979. */
  13980. scalingDeterminant: number;
  13981. private _infiniteDistance;
  13982. /**
  13983. * Gets or sets the distance of the object to max, often used by skybox
  13984. */
  13985. infiniteDistance: boolean;
  13986. /**
  13987. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13988. * By default the system will update normals to compensate
  13989. */
  13990. ignoreNonUniformScaling: boolean;
  13991. /**
  13992. * 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
  13993. */
  13994. reIntegrateRotationIntoRotationQuaternion: boolean;
  13995. /** @hidden */
  13996. _poseMatrix: Nullable<Matrix>;
  13997. /** @hidden */
  13998. _localMatrix: Matrix;
  13999. private _usePivotMatrix;
  14000. private _absolutePosition;
  14001. private _absoluteScaling;
  14002. private _absoluteRotationQuaternion;
  14003. private _pivotMatrix;
  14004. private _pivotMatrixInverse;
  14005. protected _postMultiplyPivotMatrix: boolean;
  14006. protected _isWorldMatrixFrozen: boolean;
  14007. /** @hidden */
  14008. _indexInSceneTransformNodesArray: number;
  14009. /**
  14010. * An event triggered after the world matrix is updated
  14011. */
  14012. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14013. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14014. /**
  14015. * Gets a string identifying the name of the class
  14016. * @returns "TransformNode" string
  14017. */
  14018. getClassName(): string;
  14019. /**
  14020. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14021. */
  14022. position: Vector3;
  14023. /**
  14024. * 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)).
  14025. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14026. */
  14027. rotation: Vector3;
  14028. /**
  14029. * 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)).
  14030. */
  14031. scaling: Vector3;
  14032. /**
  14033. * 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).
  14034. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14035. */
  14036. rotationQuaternion: Nullable<Quaternion>;
  14037. /**
  14038. * The forward direction of that transform in world space.
  14039. */
  14040. readonly forward: Vector3;
  14041. /**
  14042. * The up direction of that transform in world space.
  14043. */
  14044. readonly up: Vector3;
  14045. /**
  14046. * The right direction of that transform in world space.
  14047. */
  14048. readonly right: Vector3;
  14049. /**
  14050. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14051. * @param matrix the matrix to copy the pose from
  14052. * @returns this TransformNode.
  14053. */
  14054. updatePoseMatrix(matrix: Matrix): TransformNode;
  14055. /**
  14056. * Returns the mesh Pose matrix.
  14057. * @returns the pose matrix
  14058. */
  14059. getPoseMatrix(): Matrix;
  14060. /** @hidden */
  14061. _isSynchronized(): boolean;
  14062. /** @hidden */
  14063. _initCache(): void;
  14064. /**
  14065. * Flag the transform node as dirty (Forcing it to update everything)
  14066. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14067. * @returns this transform node
  14068. */
  14069. markAsDirty(property: string): TransformNode;
  14070. /**
  14071. * Returns the current mesh absolute position.
  14072. * Returns a Vector3.
  14073. */
  14074. readonly absolutePosition: Vector3;
  14075. /**
  14076. * Returns the current mesh absolute scaling.
  14077. * Returns a Vector3.
  14078. */
  14079. readonly absoluteScaling: Vector3;
  14080. /**
  14081. * Returns the current mesh absolute rotation.
  14082. * Returns a Quaternion.
  14083. */
  14084. readonly absoluteRotationQuaternion: Quaternion;
  14085. /**
  14086. * Sets a new matrix to apply before all other transformation
  14087. * @param matrix defines the transform matrix
  14088. * @returns the current TransformNode
  14089. */
  14090. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14091. /**
  14092. * Sets a new pivot matrix to the current node
  14093. * @param matrix defines the new pivot matrix to use
  14094. * @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
  14095. * @returns the current TransformNode
  14096. */
  14097. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14098. /**
  14099. * Returns the mesh pivot matrix.
  14100. * Default : Identity.
  14101. * @returns the matrix
  14102. */
  14103. getPivotMatrix(): Matrix;
  14104. /**
  14105. * Prevents the World matrix to be computed any longer.
  14106. * @returns the TransformNode.
  14107. */
  14108. freezeWorldMatrix(): TransformNode;
  14109. /**
  14110. * Allows back the World matrix computation.
  14111. * @returns the TransformNode.
  14112. */
  14113. unfreezeWorldMatrix(): this;
  14114. /**
  14115. * True if the World matrix has been frozen.
  14116. */
  14117. readonly isWorldMatrixFrozen: boolean;
  14118. /**
  14119. * Retuns the mesh absolute position in the World.
  14120. * @returns a Vector3.
  14121. */
  14122. getAbsolutePosition(): Vector3;
  14123. /**
  14124. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14125. * @param absolutePosition the absolute position to set
  14126. * @returns the TransformNode.
  14127. */
  14128. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14129. /**
  14130. * Sets the mesh position in its local space.
  14131. * @param vector3 the position to set in localspace
  14132. * @returns the TransformNode.
  14133. */
  14134. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14135. /**
  14136. * Returns the mesh position in the local space from the current World matrix values.
  14137. * @returns a new Vector3.
  14138. */
  14139. getPositionExpressedInLocalSpace(): Vector3;
  14140. /**
  14141. * Translates the mesh along the passed Vector3 in its local space.
  14142. * @param vector3 the distance to translate in localspace
  14143. * @returns the TransformNode.
  14144. */
  14145. locallyTranslate(vector3: Vector3): TransformNode;
  14146. private static _lookAtVectorCache;
  14147. /**
  14148. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14149. * @param targetPoint the position (must be in same space as current mesh) to look at
  14150. * @param yawCor optional yaw (y-axis) correction in radians
  14151. * @param pitchCor optional pitch (x-axis) correction in radians
  14152. * @param rollCor optional roll (z-axis) correction in radians
  14153. * @param space the choosen space of the target
  14154. * @returns the TransformNode.
  14155. */
  14156. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14157. /**
  14158. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14159. * This Vector3 is expressed in the World space.
  14160. * @param localAxis axis to rotate
  14161. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14162. */
  14163. getDirection(localAxis: Vector3): Vector3;
  14164. /**
  14165. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14166. * localAxis is expressed in the mesh local space.
  14167. * result is computed in the Wordl space from the mesh World matrix.
  14168. * @param localAxis axis to rotate
  14169. * @param result the resulting transformnode
  14170. * @returns this TransformNode.
  14171. */
  14172. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14173. /**
  14174. * Sets this transform node rotation to the given local axis.
  14175. * @param localAxis the axis in local space
  14176. * @param yawCor optional yaw (y-axis) correction in radians
  14177. * @param pitchCor optional pitch (x-axis) correction in radians
  14178. * @param rollCor optional roll (z-axis) correction in radians
  14179. * @returns this TransformNode
  14180. */
  14181. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14182. /**
  14183. * Sets a new pivot point to the current node
  14184. * @param point defines the new pivot point to use
  14185. * @param space defines if the point is in world or local space (local by default)
  14186. * @returns the current TransformNode
  14187. */
  14188. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14189. /**
  14190. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14191. * @returns the pivot point
  14192. */
  14193. getPivotPoint(): Vector3;
  14194. /**
  14195. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14196. * @param result the vector3 to store the result
  14197. * @returns this TransformNode.
  14198. */
  14199. getPivotPointToRef(result: Vector3): TransformNode;
  14200. /**
  14201. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14202. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14203. */
  14204. getAbsolutePivotPoint(): Vector3;
  14205. /**
  14206. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14207. * @param result vector3 to store the result
  14208. * @returns this TransformNode.
  14209. */
  14210. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14211. /**
  14212. * Defines the passed node as the parent of the current node.
  14213. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14214. * @see https://doc.babylonjs.com/how_to/parenting
  14215. * @param node the node ot set as the parent
  14216. * @returns this TransformNode.
  14217. */
  14218. setParent(node: Nullable<Node>): TransformNode;
  14219. private _nonUniformScaling;
  14220. /**
  14221. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14222. */
  14223. readonly nonUniformScaling: boolean;
  14224. /** @hidden */
  14225. _updateNonUniformScalingState(value: boolean): boolean;
  14226. /**
  14227. * Attach the current TransformNode to another TransformNode associated with a bone
  14228. * @param bone Bone affecting the TransformNode
  14229. * @param affectedTransformNode TransformNode associated with the bone
  14230. * @returns this object
  14231. */
  14232. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14233. /**
  14234. * Detach the transform node if its associated with a bone
  14235. * @returns this object
  14236. */
  14237. detachFromBone(): TransformNode;
  14238. private static _rotationAxisCache;
  14239. /**
  14240. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14241. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14242. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14243. * The passed axis is also normalized.
  14244. * @param axis the axis to rotate around
  14245. * @param amount the amount to rotate in radians
  14246. * @param space Space to rotate in (Default: local)
  14247. * @returns the TransformNode.
  14248. */
  14249. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14250. /**
  14251. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14252. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14253. * The passed axis is also normalized. .
  14254. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14255. * @param point the point to rotate around
  14256. * @param axis the axis to rotate around
  14257. * @param amount the amount to rotate in radians
  14258. * @returns the TransformNode
  14259. */
  14260. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14261. /**
  14262. * Translates the mesh along the axis vector for the passed distance in the given space.
  14263. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14264. * @param axis the axis to translate in
  14265. * @param distance the distance to translate
  14266. * @param space Space to rotate in (Default: local)
  14267. * @returns the TransformNode.
  14268. */
  14269. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14270. /**
  14271. * Adds a rotation step to the mesh current rotation.
  14272. * x, y, z are Euler angles expressed in radians.
  14273. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14274. * This means this rotation is made in the mesh local space only.
  14275. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14276. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14277. * ```javascript
  14278. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14279. * ```
  14280. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14281. * 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.
  14282. * @param x Rotation to add
  14283. * @param y Rotation to add
  14284. * @param z Rotation to add
  14285. * @returns the TransformNode.
  14286. */
  14287. addRotation(x: number, y: number, z: number): TransformNode;
  14288. /**
  14289. * @hidden
  14290. */
  14291. protected _getEffectiveParent(): Nullable<Node>;
  14292. /**
  14293. * Computes the world matrix of the node
  14294. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14295. * @returns the world matrix
  14296. */
  14297. computeWorldMatrix(force?: boolean): Matrix;
  14298. protected _afterComputeWorldMatrix(): void;
  14299. /**
  14300. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14301. * @param func callback function to add
  14302. *
  14303. * @returns the TransformNode.
  14304. */
  14305. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14306. /**
  14307. * Removes a registered callback function.
  14308. * @param func callback function to remove
  14309. * @returns the TransformNode.
  14310. */
  14311. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14312. /**
  14313. * Gets the position of the current mesh in camera space
  14314. * @param camera defines the camera to use
  14315. * @returns a position
  14316. */
  14317. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14318. /**
  14319. * Returns the distance from the mesh to the active camera
  14320. * @param camera defines the camera to use
  14321. * @returns the distance
  14322. */
  14323. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14324. /**
  14325. * Clone the current transform node
  14326. * @param name Name of the new clone
  14327. * @param newParent New parent for the clone
  14328. * @param doNotCloneChildren Do not clone children hierarchy
  14329. * @returns the new transform node
  14330. */
  14331. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14332. /**
  14333. * Serializes the objects information.
  14334. * @param currentSerializationObject defines the object to serialize in
  14335. * @returns the serialized object
  14336. */
  14337. serialize(currentSerializationObject?: any): any;
  14338. /**
  14339. * Returns a new TransformNode object parsed from the source provided.
  14340. * @param parsedTransformNode is the source.
  14341. * @param scene the scne the object belongs to
  14342. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14343. * @returns a new TransformNode object parsed from the source provided.
  14344. */
  14345. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14346. /**
  14347. * Get all child-transformNodes of this node
  14348. * @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
  14349. * @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
  14350. * @returns an array of TransformNode
  14351. */
  14352. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14353. /**
  14354. * Releases resources associated with this transform node.
  14355. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14356. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14357. */
  14358. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14359. /**
  14360. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14361. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14362. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14363. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14364. * @returns the current mesh
  14365. */
  14366. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14367. private _syncAbsoluteScalingAndRotation;
  14368. }
  14369. }
  14370. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14371. import { Observable } from "babylonjs/Misc/observable";
  14372. import { Nullable } from "babylonjs/types";
  14373. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14374. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14375. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14376. import { Ray } from "babylonjs/Culling/ray";
  14377. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14378. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14379. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14380. /**
  14381. * Defines the types of pose enabled controllers that are supported
  14382. */
  14383. export enum PoseEnabledControllerType {
  14384. /**
  14385. * HTC Vive
  14386. */
  14387. VIVE = 0,
  14388. /**
  14389. * Oculus Rift
  14390. */
  14391. OCULUS = 1,
  14392. /**
  14393. * Windows mixed reality
  14394. */
  14395. WINDOWS = 2,
  14396. /**
  14397. * Samsung gear VR
  14398. */
  14399. GEAR_VR = 3,
  14400. /**
  14401. * Google Daydream
  14402. */
  14403. DAYDREAM = 4,
  14404. /**
  14405. * Generic
  14406. */
  14407. GENERIC = 5
  14408. }
  14409. /**
  14410. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14411. */
  14412. export interface MutableGamepadButton {
  14413. /**
  14414. * Value of the button/trigger
  14415. */
  14416. value: number;
  14417. /**
  14418. * If the button/trigger is currently touched
  14419. */
  14420. touched: boolean;
  14421. /**
  14422. * If the button/trigger is currently pressed
  14423. */
  14424. pressed: boolean;
  14425. }
  14426. /**
  14427. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14428. * @hidden
  14429. */
  14430. export interface ExtendedGamepadButton extends GamepadButton {
  14431. /**
  14432. * If the button/trigger is currently pressed
  14433. */
  14434. readonly pressed: boolean;
  14435. /**
  14436. * If the button/trigger is currently touched
  14437. */
  14438. readonly touched: boolean;
  14439. /**
  14440. * Value of the button/trigger
  14441. */
  14442. readonly value: number;
  14443. }
  14444. /** @hidden */
  14445. export interface _GamePadFactory {
  14446. /**
  14447. * Returns wether or not the current gamepad can be created for this type of controller.
  14448. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14449. * @returns true if it can be created, otherwise false
  14450. */
  14451. canCreate(gamepadInfo: any): boolean;
  14452. /**
  14453. * Creates a new instance of the Gamepad.
  14454. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14455. * @returns the new gamepad instance
  14456. */
  14457. create(gamepadInfo: any): Gamepad;
  14458. }
  14459. /**
  14460. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14461. */
  14462. export class PoseEnabledControllerHelper {
  14463. /** @hidden */
  14464. static _ControllerFactories: _GamePadFactory[];
  14465. /** @hidden */
  14466. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14467. /**
  14468. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14469. * @param vrGamepad the gamepad to initialized
  14470. * @returns a vr controller of the type the gamepad identified as
  14471. */
  14472. static InitiateController(vrGamepad: any): Gamepad;
  14473. }
  14474. /**
  14475. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14476. */
  14477. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14478. /**
  14479. * If the controller is used in a webXR session
  14480. */
  14481. isXR: boolean;
  14482. private _deviceRoomPosition;
  14483. private _deviceRoomRotationQuaternion;
  14484. /**
  14485. * The device position in babylon space
  14486. */
  14487. devicePosition: Vector3;
  14488. /**
  14489. * The device rotation in babylon space
  14490. */
  14491. deviceRotationQuaternion: Quaternion;
  14492. /**
  14493. * The scale factor of the device in babylon space
  14494. */
  14495. deviceScaleFactor: number;
  14496. /**
  14497. * (Likely devicePosition should be used instead) The device position in its room space
  14498. */
  14499. position: Vector3;
  14500. /**
  14501. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14502. */
  14503. rotationQuaternion: Quaternion;
  14504. /**
  14505. * The type of controller (Eg. Windows mixed reality)
  14506. */
  14507. controllerType: PoseEnabledControllerType;
  14508. protected _calculatedPosition: Vector3;
  14509. private _calculatedRotation;
  14510. /**
  14511. * The raw pose from the device
  14512. */
  14513. rawPose: DevicePose;
  14514. private _trackPosition;
  14515. private _maxRotationDistFromHeadset;
  14516. private _draggedRoomRotation;
  14517. /**
  14518. * @hidden
  14519. */
  14520. _disableTrackPosition(fixedPosition: Vector3): void;
  14521. /**
  14522. * Internal, the mesh attached to the controller
  14523. * @hidden
  14524. */
  14525. _mesh: Nullable<AbstractMesh>;
  14526. private _poseControlledCamera;
  14527. private _leftHandSystemQuaternion;
  14528. /**
  14529. * Internal, matrix used to convert room space to babylon space
  14530. * @hidden
  14531. */
  14532. _deviceToWorld: Matrix;
  14533. /**
  14534. * Node to be used when casting a ray from the controller
  14535. * @hidden
  14536. */
  14537. _pointingPoseNode: Nullable<TransformNode>;
  14538. /**
  14539. * Name of the child mesh that can be used to cast a ray from the controller
  14540. */
  14541. static readonly POINTING_POSE: string;
  14542. /**
  14543. * Creates a new PoseEnabledController from a gamepad
  14544. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14545. */
  14546. constructor(browserGamepad: any);
  14547. private _workingMatrix;
  14548. /**
  14549. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14550. */
  14551. update(): void;
  14552. /**
  14553. * Updates only the pose device and mesh without doing any button event checking
  14554. */
  14555. protected _updatePoseAndMesh(): void;
  14556. /**
  14557. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14558. * @param poseData raw pose fromthe device
  14559. */
  14560. updateFromDevice(poseData: DevicePose): void;
  14561. /**
  14562. * @hidden
  14563. */
  14564. _meshAttachedObservable: Observable<AbstractMesh>;
  14565. /**
  14566. * Attaches a mesh to the controller
  14567. * @param mesh the mesh to be attached
  14568. */
  14569. attachToMesh(mesh: AbstractMesh): void;
  14570. /**
  14571. * Attaches the controllers mesh to a camera
  14572. * @param camera the camera the mesh should be attached to
  14573. */
  14574. attachToPoseControlledCamera(camera: TargetCamera): void;
  14575. /**
  14576. * Disposes of the controller
  14577. */
  14578. dispose(): void;
  14579. /**
  14580. * The mesh that is attached to the controller
  14581. */
  14582. readonly mesh: Nullable<AbstractMesh>;
  14583. /**
  14584. * Gets the ray of the controller in the direction the controller is pointing
  14585. * @param length the length the resulting ray should be
  14586. * @returns a ray in the direction the controller is pointing
  14587. */
  14588. getForwardRay(length?: number): Ray;
  14589. }
  14590. }
  14591. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14592. import { Observable } from "babylonjs/Misc/observable";
  14593. import { Scene } from "babylonjs/scene";
  14594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14595. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14596. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14597. /**
  14598. * Defines the WebVRController object that represents controllers tracked in 3D space
  14599. */
  14600. export abstract class WebVRController extends PoseEnabledController {
  14601. /**
  14602. * Internal, the default controller model for the controller
  14603. */
  14604. protected _defaultModel: AbstractMesh;
  14605. /**
  14606. * Fired when the trigger state has changed
  14607. */
  14608. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14609. /**
  14610. * Fired when the main button state has changed
  14611. */
  14612. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14613. /**
  14614. * Fired when the secondary button state has changed
  14615. */
  14616. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14617. /**
  14618. * Fired when the pad state has changed
  14619. */
  14620. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14621. /**
  14622. * Fired when controllers stick values have changed
  14623. */
  14624. onPadValuesChangedObservable: Observable<StickValues>;
  14625. /**
  14626. * Array of button availible on the controller
  14627. */
  14628. protected _buttons: Array<MutableGamepadButton>;
  14629. private _onButtonStateChange;
  14630. /**
  14631. * Fired when a controller button's state has changed
  14632. * @param callback the callback containing the button that was modified
  14633. */
  14634. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14635. /**
  14636. * X and Y axis corresponding to the controllers joystick
  14637. */
  14638. pad: StickValues;
  14639. /**
  14640. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14641. */
  14642. hand: string;
  14643. /**
  14644. * The default controller model for the controller
  14645. */
  14646. readonly defaultModel: AbstractMesh;
  14647. /**
  14648. * Creates a new WebVRController from a gamepad
  14649. * @param vrGamepad the gamepad that the WebVRController should be created from
  14650. */
  14651. constructor(vrGamepad: any);
  14652. /**
  14653. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14654. */
  14655. update(): void;
  14656. /**
  14657. * Function to be called when a button is modified
  14658. */
  14659. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14660. /**
  14661. * Loads a mesh and attaches it to the controller
  14662. * @param scene the scene the mesh should be added to
  14663. * @param meshLoaded callback for when the mesh has been loaded
  14664. */
  14665. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14666. private _setButtonValue;
  14667. private _changes;
  14668. private _checkChanges;
  14669. /**
  14670. * Disposes of th webVRCOntroller
  14671. */
  14672. dispose(): void;
  14673. }
  14674. }
  14675. declare module "babylonjs/Lights/hemisphericLight" {
  14676. import { Nullable } from "babylonjs/types";
  14677. import { Scene } from "babylonjs/scene";
  14678. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14679. import { Color3 } from "babylonjs/Maths/math.color";
  14680. import { Effect } from "babylonjs/Materials/effect";
  14681. import { Light } from "babylonjs/Lights/light";
  14682. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14683. /**
  14684. * The HemisphericLight simulates the ambient environment light,
  14685. * so the passed direction is the light reflection direction, not the incoming direction.
  14686. */
  14687. export class HemisphericLight extends Light {
  14688. /**
  14689. * The groundColor is the light in the opposite direction to the one specified during creation.
  14690. * 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.
  14691. */
  14692. groundColor: Color3;
  14693. /**
  14694. * The light reflection direction, not the incoming direction.
  14695. */
  14696. direction: Vector3;
  14697. /**
  14698. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14699. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14700. * The HemisphericLight can't cast shadows.
  14701. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14702. * @param name The friendly name of the light
  14703. * @param direction The direction of the light reflection
  14704. * @param scene The scene the light belongs to
  14705. */
  14706. constructor(name: string, direction: Vector3, scene: Scene);
  14707. protected _buildUniformLayout(): void;
  14708. /**
  14709. * Returns the string "HemisphericLight".
  14710. * @return The class name
  14711. */
  14712. getClassName(): string;
  14713. /**
  14714. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14715. * Returns the updated direction.
  14716. * @param target The target the direction should point to
  14717. * @return The computed direction
  14718. */
  14719. setDirectionToTarget(target: Vector3): Vector3;
  14720. /**
  14721. * Returns the shadow generator associated to the light.
  14722. * @returns Always null for hemispheric lights because it does not support shadows.
  14723. */
  14724. getShadowGenerator(): Nullable<IShadowGenerator>;
  14725. /**
  14726. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14727. * @param effect The effect to update
  14728. * @param lightIndex The index of the light in the effect to update
  14729. * @returns The hemispheric light
  14730. */
  14731. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14732. /**
  14733. * Computes the world matrix of the node
  14734. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14735. * @param useWasUpdatedFlag defines a reserved property
  14736. * @returns the world matrix
  14737. */
  14738. computeWorldMatrix(): Matrix;
  14739. /**
  14740. * Returns the integer 3.
  14741. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14742. */
  14743. getTypeID(): number;
  14744. /**
  14745. * Prepares the list of defines specific to the light type.
  14746. * @param defines the list of defines
  14747. * @param lightIndex defines the index of the light for the effect
  14748. */
  14749. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14750. }
  14751. }
  14752. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14753. /** @hidden */
  14754. export var vrMultiviewToSingleviewPixelShader: {
  14755. name: string;
  14756. shader: string;
  14757. };
  14758. }
  14759. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14760. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14761. import { Scene } from "babylonjs/scene";
  14762. /**
  14763. * Renders to multiple views with a single draw call
  14764. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14765. */
  14766. export class MultiviewRenderTarget extends RenderTargetTexture {
  14767. /**
  14768. * Creates a multiview render target
  14769. * @param scene scene used with the render target
  14770. * @param size the size of the render target (used for each view)
  14771. */
  14772. constructor(scene: Scene, size?: number | {
  14773. width: number;
  14774. height: number;
  14775. } | {
  14776. ratio: number;
  14777. });
  14778. /**
  14779. * @hidden
  14780. * @param faceIndex the face index, if its a cube texture
  14781. */
  14782. _bindFrameBuffer(faceIndex?: number): void;
  14783. /**
  14784. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14785. * @returns the view count
  14786. */
  14787. getViewCount(): number;
  14788. }
  14789. }
  14790. declare module "babylonjs/Maths/math.frustum" {
  14791. import { Matrix } from "babylonjs/Maths/math.vector";
  14792. import { DeepImmutable } from "babylonjs/types";
  14793. import { Plane } from "babylonjs/Maths/math.plane";
  14794. /**
  14795. * Reprasents a camera frustum
  14796. */
  14797. export class Frustum {
  14798. /**
  14799. * Gets the planes representing the frustum
  14800. * @param transform matrix to be applied to the returned planes
  14801. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14802. */
  14803. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14804. /**
  14805. * Gets the near frustum plane transformed by the transform matrix
  14806. * @param transform transformation matrix to be applied to the resulting frustum plane
  14807. * @param frustumPlane the resuling frustum plane
  14808. */
  14809. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14810. /**
  14811. * Gets the far frustum plane transformed by the transform matrix
  14812. * @param transform transformation matrix to be applied to the resulting frustum plane
  14813. * @param frustumPlane the resuling frustum plane
  14814. */
  14815. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14816. /**
  14817. * Gets the left frustum plane transformed by the transform matrix
  14818. * @param transform transformation matrix to be applied to the resulting frustum plane
  14819. * @param frustumPlane the resuling frustum plane
  14820. */
  14821. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14822. /**
  14823. * Gets the right frustum plane transformed by the transform matrix
  14824. * @param transform transformation matrix to be applied to the resulting frustum plane
  14825. * @param frustumPlane the resuling frustum plane
  14826. */
  14827. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14828. /**
  14829. * Gets the top frustum plane transformed by the transform matrix
  14830. * @param transform transformation matrix to be applied to the resulting frustum plane
  14831. * @param frustumPlane the resuling frustum plane
  14832. */
  14833. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14834. /**
  14835. * Gets the bottom frustum plane transformed by the transform matrix
  14836. * @param transform transformation matrix to be applied to the resulting frustum plane
  14837. * @param frustumPlane the resuling frustum plane
  14838. */
  14839. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14840. /**
  14841. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14842. * @param transform transformation matrix to be applied to the resulting frustum planes
  14843. * @param frustumPlanes the resuling frustum planes
  14844. */
  14845. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14846. }
  14847. }
  14848. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14849. import { Camera } from "babylonjs/Cameras/camera";
  14850. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14851. import { Nullable } from "babylonjs/types";
  14852. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14853. import { Matrix } from "babylonjs/Maths/math.vector";
  14854. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14855. module "babylonjs/Engines/engine" {
  14856. interface Engine {
  14857. /**
  14858. * Creates a new multiview render target
  14859. * @param width defines the width of the texture
  14860. * @param height defines the height of the texture
  14861. * @returns the created multiview texture
  14862. */
  14863. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14864. /**
  14865. * Binds a multiview framebuffer to be drawn to
  14866. * @param multiviewTexture texture to bind
  14867. */
  14868. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14869. }
  14870. }
  14871. module "babylonjs/Cameras/camera" {
  14872. interface Camera {
  14873. /**
  14874. * @hidden
  14875. * 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)
  14876. */
  14877. _useMultiviewToSingleView: boolean;
  14878. /**
  14879. * @hidden
  14880. * 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)
  14881. */
  14882. _multiviewTexture: Nullable<RenderTargetTexture>;
  14883. /**
  14884. * @hidden
  14885. * ensures the multiview texture of the camera exists and has the specified width/height
  14886. * @param width height to set on the multiview texture
  14887. * @param height width to set on the multiview texture
  14888. */
  14889. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14890. }
  14891. }
  14892. module "babylonjs/scene" {
  14893. interface Scene {
  14894. /** @hidden */
  14895. _transformMatrixR: Matrix;
  14896. /** @hidden */
  14897. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14898. /** @hidden */
  14899. _createMultiviewUbo(): void;
  14900. /** @hidden */
  14901. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14902. /** @hidden */
  14903. _renderMultiviewToSingleView(camera: Camera): void;
  14904. }
  14905. }
  14906. }
  14907. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14908. import { Camera } from "babylonjs/Cameras/camera";
  14909. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14910. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14911. import "babylonjs/Engines/Extensions/engine.multiview";
  14912. /**
  14913. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14914. * This will not be used for webXR as it supports displaying texture arrays directly
  14915. */
  14916. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14917. /**
  14918. * Initializes a VRMultiviewToSingleview
  14919. * @param name name of the post process
  14920. * @param camera camera to be applied to
  14921. * @param scaleFactor scaling factor to the size of the output texture
  14922. */
  14923. constructor(name: string, camera: Camera, scaleFactor: number);
  14924. }
  14925. }
  14926. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14927. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14928. import { Nullable } from "babylonjs/types";
  14929. import { Size } from "babylonjs/Maths/math.size";
  14930. import { Observable } from "babylonjs/Misc/observable";
  14931. module "babylonjs/Engines/engine" {
  14932. interface Engine {
  14933. /** @hidden */
  14934. _vrDisplay: any;
  14935. /** @hidden */
  14936. _vrSupported: boolean;
  14937. /** @hidden */
  14938. _oldSize: Size;
  14939. /** @hidden */
  14940. _oldHardwareScaleFactor: number;
  14941. /** @hidden */
  14942. _vrExclusivePointerMode: boolean;
  14943. /** @hidden */
  14944. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14945. /** @hidden */
  14946. _onVRDisplayPointerRestricted: () => void;
  14947. /** @hidden */
  14948. _onVRDisplayPointerUnrestricted: () => void;
  14949. /** @hidden */
  14950. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14951. /** @hidden */
  14952. _onVrDisplayDisconnect: Nullable<() => void>;
  14953. /** @hidden */
  14954. _onVrDisplayPresentChange: Nullable<() => void>;
  14955. /**
  14956. * Observable signaled when VR display mode changes
  14957. */
  14958. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14959. /**
  14960. * Observable signaled when VR request present is complete
  14961. */
  14962. onVRRequestPresentComplete: Observable<boolean>;
  14963. /**
  14964. * Observable signaled when VR request present starts
  14965. */
  14966. onVRRequestPresentStart: Observable<Engine>;
  14967. /**
  14968. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14969. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14970. */
  14971. isInVRExclusivePointerMode: boolean;
  14972. /**
  14973. * Gets a boolean indicating if a webVR device was detected
  14974. * @returns true if a webVR device was detected
  14975. */
  14976. isVRDevicePresent(): boolean;
  14977. /**
  14978. * Gets the current webVR device
  14979. * @returns the current webVR device (or null)
  14980. */
  14981. getVRDevice(): any;
  14982. /**
  14983. * Initializes a webVR display and starts listening to display change events
  14984. * The onVRDisplayChangedObservable will be notified upon these changes
  14985. * @returns A promise containing a VRDisplay and if vr is supported
  14986. */
  14987. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14988. /** @hidden */
  14989. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14990. /**
  14991. * Call this function to switch to webVR mode
  14992. * Will do nothing if webVR is not supported or if there is no webVR device
  14993. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14994. */
  14995. enableVR(): void;
  14996. /** @hidden */
  14997. _onVRFullScreenTriggered(): void;
  14998. }
  14999. }
  15000. }
  15001. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15002. import { Nullable } from "babylonjs/types";
  15003. import { Observable } from "babylonjs/Misc/observable";
  15004. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15005. import { Scene } from "babylonjs/scene";
  15006. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15007. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15008. import { Node } from "babylonjs/node";
  15009. import { Ray } from "babylonjs/Culling/ray";
  15010. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15011. import "babylonjs/Engines/Extensions/engine.webVR";
  15012. /**
  15013. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15014. * IMPORTANT!! The data is right-hand data.
  15015. * @export
  15016. * @interface DevicePose
  15017. */
  15018. export interface DevicePose {
  15019. /**
  15020. * The position of the device, values in array are [x,y,z].
  15021. */
  15022. readonly position: Nullable<Float32Array>;
  15023. /**
  15024. * The linearVelocity of the device, values in array are [x,y,z].
  15025. */
  15026. readonly linearVelocity: Nullable<Float32Array>;
  15027. /**
  15028. * The linearAcceleration of the device, values in array are [x,y,z].
  15029. */
  15030. readonly linearAcceleration: Nullable<Float32Array>;
  15031. /**
  15032. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15033. */
  15034. readonly orientation: Nullable<Float32Array>;
  15035. /**
  15036. * The angularVelocity of the device, values in array are [x,y,z].
  15037. */
  15038. readonly angularVelocity: Nullable<Float32Array>;
  15039. /**
  15040. * The angularAcceleration of the device, values in array are [x,y,z].
  15041. */
  15042. readonly angularAcceleration: Nullable<Float32Array>;
  15043. }
  15044. /**
  15045. * Interface representing a pose controlled object in Babylon.
  15046. * A pose controlled object has both regular pose values as well as pose values
  15047. * from an external device such as a VR head mounted display
  15048. */
  15049. export interface PoseControlled {
  15050. /**
  15051. * The position of the object in babylon space.
  15052. */
  15053. position: Vector3;
  15054. /**
  15055. * The rotation quaternion of the object in babylon space.
  15056. */
  15057. rotationQuaternion: Quaternion;
  15058. /**
  15059. * The position of the device in babylon space.
  15060. */
  15061. devicePosition?: Vector3;
  15062. /**
  15063. * The rotation quaternion of the device in babylon space.
  15064. */
  15065. deviceRotationQuaternion: Quaternion;
  15066. /**
  15067. * The raw pose coming from the device.
  15068. */
  15069. rawPose: Nullable<DevicePose>;
  15070. /**
  15071. * The scale of the device to be used when translating from device space to babylon space.
  15072. */
  15073. deviceScaleFactor: number;
  15074. /**
  15075. * Updates the poseControlled values based on the input device pose.
  15076. * @param poseData the pose data to update the object with
  15077. */
  15078. updateFromDevice(poseData: DevicePose): void;
  15079. }
  15080. /**
  15081. * Set of options to customize the webVRCamera
  15082. */
  15083. export interface WebVROptions {
  15084. /**
  15085. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15086. */
  15087. trackPosition?: boolean;
  15088. /**
  15089. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15090. */
  15091. positionScale?: number;
  15092. /**
  15093. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15094. */
  15095. displayName?: string;
  15096. /**
  15097. * Should the native controller meshes be initialized. (default: true)
  15098. */
  15099. controllerMeshes?: boolean;
  15100. /**
  15101. * Creating a default HemiLight only on controllers. (default: true)
  15102. */
  15103. defaultLightingOnControllers?: boolean;
  15104. /**
  15105. * If you don't want to use the default VR button of the helper. (default: false)
  15106. */
  15107. useCustomVRButton?: boolean;
  15108. /**
  15109. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15110. */
  15111. customVRButton?: HTMLButtonElement;
  15112. /**
  15113. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15114. */
  15115. rayLength?: number;
  15116. /**
  15117. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15118. */
  15119. defaultHeight?: number;
  15120. /**
  15121. * If multiview should be used if availible (default: false)
  15122. */
  15123. useMultiview?: boolean;
  15124. }
  15125. /**
  15126. * This represents a WebVR camera.
  15127. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15128. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15129. */
  15130. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15131. private webVROptions;
  15132. /**
  15133. * @hidden
  15134. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15135. */
  15136. _vrDevice: any;
  15137. /**
  15138. * The rawPose of the vrDevice.
  15139. */
  15140. rawPose: Nullable<DevicePose>;
  15141. private _onVREnabled;
  15142. private _specsVersion;
  15143. private _attached;
  15144. private _frameData;
  15145. protected _descendants: Array<Node>;
  15146. private _deviceRoomPosition;
  15147. /** @hidden */
  15148. _deviceRoomRotationQuaternion: Quaternion;
  15149. private _standingMatrix;
  15150. /**
  15151. * Represents device position in babylon space.
  15152. */
  15153. devicePosition: Vector3;
  15154. /**
  15155. * Represents device rotation in babylon space.
  15156. */
  15157. deviceRotationQuaternion: Quaternion;
  15158. /**
  15159. * The scale of the device to be used when translating from device space to babylon space.
  15160. */
  15161. deviceScaleFactor: number;
  15162. private _deviceToWorld;
  15163. private _worldToDevice;
  15164. /**
  15165. * References to the webVR controllers for the vrDevice.
  15166. */
  15167. controllers: Array<WebVRController>;
  15168. /**
  15169. * Emits an event when a controller is attached.
  15170. */
  15171. onControllersAttachedObservable: Observable<WebVRController[]>;
  15172. /**
  15173. * Emits an event when a controller's mesh has been loaded;
  15174. */
  15175. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15176. /**
  15177. * Emits an event when the HMD's pose has been updated.
  15178. */
  15179. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15180. private _poseSet;
  15181. /**
  15182. * If the rig cameras be used as parent instead of this camera.
  15183. */
  15184. rigParenting: boolean;
  15185. private _lightOnControllers;
  15186. private _defaultHeight?;
  15187. /**
  15188. * Instantiates a WebVRFreeCamera.
  15189. * @param name The name of the WebVRFreeCamera
  15190. * @param position The starting anchor position for the camera
  15191. * @param scene The scene the camera belongs to
  15192. * @param webVROptions a set of customizable options for the webVRCamera
  15193. */
  15194. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15195. /**
  15196. * Gets the device distance from the ground in meters.
  15197. * @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.
  15198. */
  15199. deviceDistanceToRoomGround(): number;
  15200. /**
  15201. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15202. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15203. */
  15204. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15205. /**
  15206. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15207. * @returns A promise with a boolean set to if the standing matrix is supported.
  15208. */
  15209. useStandingMatrixAsync(): Promise<boolean>;
  15210. /**
  15211. * Disposes the camera
  15212. */
  15213. dispose(): void;
  15214. /**
  15215. * Gets a vrController by name.
  15216. * @param name The name of the controller to retreive
  15217. * @returns the controller matching the name specified or null if not found
  15218. */
  15219. getControllerByName(name: string): Nullable<WebVRController>;
  15220. private _leftController;
  15221. /**
  15222. * The controller corresponding to the users left hand.
  15223. */
  15224. readonly leftController: Nullable<WebVRController>;
  15225. private _rightController;
  15226. /**
  15227. * The controller corresponding to the users right hand.
  15228. */
  15229. readonly rightController: Nullable<WebVRController>;
  15230. /**
  15231. * Casts a ray forward from the vrCamera's gaze.
  15232. * @param length Length of the ray (default: 100)
  15233. * @returns the ray corresponding to the gaze
  15234. */
  15235. getForwardRay(length?: number): Ray;
  15236. /**
  15237. * @hidden
  15238. * Updates the camera based on device's frame data
  15239. */
  15240. _checkInputs(): void;
  15241. /**
  15242. * Updates the poseControlled values based on the input device pose.
  15243. * @param poseData Pose coming from the device
  15244. */
  15245. updateFromDevice(poseData: DevicePose): void;
  15246. private _htmlElementAttached;
  15247. private _detachIfAttached;
  15248. /**
  15249. * WebVR's attach control will start broadcasting frames to the device.
  15250. * Note that in certain browsers (chrome for example) this function must be called
  15251. * within a user-interaction callback. Example:
  15252. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15253. *
  15254. * @param element html element to attach the vrDevice to
  15255. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15256. */
  15257. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15258. /**
  15259. * Detaches the camera from the html element and disables VR
  15260. *
  15261. * @param element html element to detach from
  15262. */
  15263. detachControl(element: HTMLElement): void;
  15264. /**
  15265. * @returns the name of this class
  15266. */
  15267. getClassName(): string;
  15268. /**
  15269. * Calls resetPose on the vrDisplay
  15270. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15271. */
  15272. resetToCurrentRotation(): void;
  15273. /**
  15274. * @hidden
  15275. * Updates the rig cameras (left and right eye)
  15276. */
  15277. _updateRigCameras(): void;
  15278. private _workingVector;
  15279. private _oneVector;
  15280. private _workingMatrix;
  15281. private updateCacheCalled;
  15282. private _correctPositionIfNotTrackPosition;
  15283. /**
  15284. * @hidden
  15285. * Updates the cached values of the camera
  15286. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15287. */
  15288. _updateCache(ignoreParentClass?: boolean): void;
  15289. /**
  15290. * @hidden
  15291. * Get current device position in babylon world
  15292. */
  15293. _computeDevicePosition(): void;
  15294. /**
  15295. * Updates the current device position and rotation in the babylon world
  15296. */
  15297. update(): void;
  15298. /**
  15299. * @hidden
  15300. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15301. * @returns an identity matrix
  15302. */
  15303. _getViewMatrix(): Matrix;
  15304. private _tmpMatrix;
  15305. /**
  15306. * This function is called by the two RIG cameras.
  15307. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15308. * @hidden
  15309. */
  15310. _getWebVRViewMatrix(): Matrix;
  15311. /** @hidden */
  15312. _getWebVRProjectionMatrix(): Matrix;
  15313. private _onGamepadConnectedObserver;
  15314. private _onGamepadDisconnectedObserver;
  15315. private _updateCacheWhenTrackingDisabledObserver;
  15316. /**
  15317. * Initializes the controllers and their meshes
  15318. */
  15319. initControllers(): void;
  15320. }
  15321. }
  15322. declare module "babylonjs/PostProcesses/postProcess" {
  15323. import { Nullable } from "babylonjs/types";
  15324. import { SmartArray } from "babylonjs/Misc/smartArray";
  15325. import { Observable } from "babylonjs/Misc/observable";
  15326. import { Vector2 } from "babylonjs/Maths/math.vector";
  15327. import { Camera } from "babylonjs/Cameras/camera";
  15328. import { Effect } from "babylonjs/Materials/effect";
  15329. import "babylonjs/Shaders/postprocess.vertex";
  15330. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15331. import { Engine } from "babylonjs/Engines/engine";
  15332. import { Color4 } from "babylonjs/Maths/math.color";
  15333. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15334. /**
  15335. * Size options for a post process
  15336. */
  15337. export type PostProcessOptions = {
  15338. width: number;
  15339. height: number;
  15340. };
  15341. /**
  15342. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15343. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15344. */
  15345. export class PostProcess {
  15346. /** Name of the PostProcess. */
  15347. name: string;
  15348. /**
  15349. * Gets or sets the unique id of the post process
  15350. */
  15351. uniqueId: number;
  15352. /**
  15353. * Width of the texture to apply the post process on
  15354. */
  15355. width: number;
  15356. /**
  15357. * Height of the texture to apply the post process on
  15358. */
  15359. height: number;
  15360. /**
  15361. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15362. * @hidden
  15363. */
  15364. _outputTexture: Nullable<InternalTexture>;
  15365. /**
  15366. * Sampling mode used by the shader
  15367. * See https://doc.babylonjs.com/classes/3.1/texture
  15368. */
  15369. renderTargetSamplingMode: number;
  15370. /**
  15371. * Clear color to use when screen clearing
  15372. */
  15373. clearColor: Color4;
  15374. /**
  15375. * If the buffer needs to be cleared before applying the post process. (default: true)
  15376. * Should be set to false if shader will overwrite all previous pixels.
  15377. */
  15378. autoClear: boolean;
  15379. /**
  15380. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15381. */
  15382. alphaMode: number;
  15383. /**
  15384. * Sets the setAlphaBlendConstants of the babylon engine
  15385. */
  15386. alphaConstants: Color4;
  15387. /**
  15388. * Animations to be used for the post processing
  15389. */
  15390. animations: import("babylonjs/Animations/animation").Animation[];
  15391. /**
  15392. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15393. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15394. */
  15395. enablePixelPerfectMode: boolean;
  15396. /**
  15397. * Force the postprocess to be applied without taking in account viewport
  15398. */
  15399. forceFullscreenViewport: boolean;
  15400. /**
  15401. * List of inspectable custom properties (used by the Inspector)
  15402. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15403. */
  15404. inspectableCustomProperties: IInspectable[];
  15405. /**
  15406. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15407. *
  15408. * | Value | Type | Description |
  15409. * | ----- | ----------------------------------- | ----------- |
  15410. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15411. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15412. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15413. *
  15414. */
  15415. scaleMode: number;
  15416. /**
  15417. * Force textures to be a power of two (default: false)
  15418. */
  15419. alwaysForcePOT: boolean;
  15420. private _samples;
  15421. /**
  15422. * Number of sample textures (default: 1)
  15423. */
  15424. samples: number;
  15425. /**
  15426. * Modify the scale of the post process to be the same as the viewport (default: false)
  15427. */
  15428. adaptScaleToCurrentViewport: boolean;
  15429. private _camera;
  15430. private _scene;
  15431. private _engine;
  15432. private _options;
  15433. private _reusable;
  15434. private _textureType;
  15435. /**
  15436. * Smart array of input and output textures for the post process.
  15437. * @hidden
  15438. */
  15439. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15440. /**
  15441. * The index in _textures that corresponds to the output texture.
  15442. * @hidden
  15443. */
  15444. _currentRenderTextureInd: number;
  15445. private _effect;
  15446. private _samplers;
  15447. private _fragmentUrl;
  15448. private _vertexUrl;
  15449. private _parameters;
  15450. private _scaleRatio;
  15451. protected _indexParameters: any;
  15452. private _shareOutputWithPostProcess;
  15453. private _texelSize;
  15454. private _forcedOutputTexture;
  15455. /**
  15456. * Returns the fragment url or shader name used in the post process.
  15457. * @returns the fragment url or name in the shader store.
  15458. */
  15459. getEffectName(): string;
  15460. /**
  15461. * An event triggered when the postprocess is activated.
  15462. */
  15463. onActivateObservable: Observable<Camera>;
  15464. private _onActivateObserver;
  15465. /**
  15466. * A function that is added to the onActivateObservable
  15467. */
  15468. onActivate: Nullable<(camera: Camera) => void>;
  15469. /**
  15470. * An event triggered when the postprocess changes its size.
  15471. */
  15472. onSizeChangedObservable: Observable<PostProcess>;
  15473. private _onSizeChangedObserver;
  15474. /**
  15475. * A function that is added to the onSizeChangedObservable
  15476. */
  15477. onSizeChanged: (postProcess: PostProcess) => void;
  15478. /**
  15479. * An event triggered when the postprocess applies its effect.
  15480. */
  15481. onApplyObservable: Observable<Effect>;
  15482. private _onApplyObserver;
  15483. /**
  15484. * A function that is added to the onApplyObservable
  15485. */
  15486. onApply: (effect: Effect) => void;
  15487. /**
  15488. * An event triggered before rendering the postprocess
  15489. */
  15490. onBeforeRenderObservable: Observable<Effect>;
  15491. private _onBeforeRenderObserver;
  15492. /**
  15493. * A function that is added to the onBeforeRenderObservable
  15494. */
  15495. onBeforeRender: (effect: Effect) => void;
  15496. /**
  15497. * An event triggered after rendering the postprocess
  15498. */
  15499. onAfterRenderObservable: Observable<Effect>;
  15500. private _onAfterRenderObserver;
  15501. /**
  15502. * A function that is added to the onAfterRenderObservable
  15503. */
  15504. onAfterRender: (efect: Effect) => void;
  15505. /**
  15506. * 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
  15507. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15508. */
  15509. inputTexture: InternalTexture;
  15510. /**
  15511. * Gets the camera which post process is applied to.
  15512. * @returns The camera the post process is applied to.
  15513. */
  15514. getCamera(): Camera;
  15515. /**
  15516. * Gets the texel size of the postprocess.
  15517. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15518. */
  15519. readonly texelSize: Vector2;
  15520. /**
  15521. * Creates a new instance PostProcess
  15522. * @param name The name of the PostProcess.
  15523. * @param fragmentUrl The url of the fragment shader to be used.
  15524. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15525. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15526. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15527. * @param camera The camera to apply the render pass to.
  15528. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15529. * @param engine The engine which the post process will be applied. (default: current engine)
  15530. * @param reusable If the post process can be reused on the same frame. (default: false)
  15531. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15532. * @param textureType Type of textures used when performing the post process. (default: 0)
  15533. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15534. * @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
  15535. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15536. */
  15537. constructor(
  15538. /** Name of the PostProcess. */
  15539. 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);
  15540. /**
  15541. * Gets a string idenfifying the name of the class
  15542. * @returns "PostProcess" string
  15543. */
  15544. getClassName(): string;
  15545. /**
  15546. * Gets the engine which this post process belongs to.
  15547. * @returns The engine the post process was enabled with.
  15548. */
  15549. getEngine(): Engine;
  15550. /**
  15551. * The effect that is created when initializing the post process.
  15552. * @returns The created effect corresponding the the postprocess.
  15553. */
  15554. getEffect(): Effect;
  15555. /**
  15556. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15557. * @param postProcess The post process to share the output with.
  15558. * @returns This post process.
  15559. */
  15560. shareOutputWith(postProcess: PostProcess): PostProcess;
  15561. /**
  15562. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15563. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15564. */
  15565. useOwnOutput(): void;
  15566. /**
  15567. * Updates the effect with the current post process compile time values and recompiles the shader.
  15568. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15569. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15570. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15571. * @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
  15572. * @param onCompiled Called when the shader has been compiled.
  15573. * @param onError Called if there is an error when compiling a shader.
  15574. */
  15575. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15576. /**
  15577. * The post process is reusable if it can be used multiple times within one frame.
  15578. * @returns If the post process is reusable
  15579. */
  15580. isReusable(): boolean;
  15581. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15582. markTextureDirty(): void;
  15583. /**
  15584. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15585. * 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.
  15586. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15587. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15588. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15589. * @returns The target texture that was bound to be written to.
  15590. */
  15591. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15592. /**
  15593. * If the post process is supported.
  15594. */
  15595. readonly isSupported: boolean;
  15596. /**
  15597. * The aspect ratio of the output texture.
  15598. */
  15599. readonly aspectRatio: number;
  15600. /**
  15601. * Get a value indicating if the post-process is ready to be used
  15602. * @returns true if the post-process is ready (shader is compiled)
  15603. */
  15604. isReady(): boolean;
  15605. /**
  15606. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15607. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15608. */
  15609. apply(): Nullable<Effect>;
  15610. private _disposeTextures;
  15611. /**
  15612. * Disposes the post process.
  15613. * @param camera The camera to dispose the post process on.
  15614. */
  15615. dispose(camera?: Camera): void;
  15616. }
  15617. }
  15618. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15619. /** @hidden */
  15620. export var kernelBlurVaryingDeclaration: {
  15621. name: string;
  15622. shader: string;
  15623. };
  15624. }
  15625. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15626. /** @hidden */
  15627. export var kernelBlurFragment: {
  15628. name: string;
  15629. shader: string;
  15630. };
  15631. }
  15632. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15633. /** @hidden */
  15634. export var kernelBlurFragment2: {
  15635. name: string;
  15636. shader: string;
  15637. };
  15638. }
  15639. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15640. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15641. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15642. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15643. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15644. /** @hidden */
  15645. export var kernelBlurPixelShader: {
  15646. name: string;
  15647. shader: string;
  15648. };
  15649. }
  15650. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15651. /** @hidden */
  15652. export var kernelBlurVertex: {
  15653. name: string;
  15654. shader: string;
  15655. };
  15656. }
  15657. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15658. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15659. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15660. /** @hidden */
  15661. export var kernelBlurVertexShader: {
  15662. name: string;
  15663. shader: string;
  15664. };
  15665. }
  15666. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15667. import { Vector2 } from "babylonjs/Maths/math.vector";
  15668. import { Nullable } from "babylonjs/types";
  15669. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15670. import { Camera } from "babylonjs/Cameras/camera";
  15671. import { Effect } from "babylonjs/Materials/effect";
  15672. import { Engine } from "babylonjs/Engines/engine";
  15673. import "babylonjs/Shaders/kernelBlur.fragment";
  15674. import "babylonjs/Shaders/kernelBlur.vertex";
  15675. /**
  15676. * The Blur Post Process which blurs an image based on a kernel and direction.
  15677. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15678. */
  15679. export class BlurPostProcess extends PostProcess {
  15680. /** The direction in which to blur the image. */
  15681. direction: Vector2;
  15682. private blockCompilation;
  15683. protected _kernel: number;
  15684. protected _idealKernel: number;
  15685. protected _packedFloat: boolean;
  15686. private _staticDefines;
  15687. /**
  15688. * Sets the length in pixels of the blur sample region
  15689. */
  15690. /**
  15691. * Gets the length in pixels of the blur sample region
  15692. */
  15693. kernel: number;
  15694. /**
  15695. * Sets wether or not the blur needs to unpack/repack floats
  15696. */
  15697. /**
  15698. * Gets wether or not the blur is unpacking/repacking floats
  15699. */
  15700. packedFloat: boolean;
  15701. /**
  15702. * Creates a new instance BlurPostProcess
  15703. * @param name The name of the effect.
  15704. * @param direction The direction in which to blur the image.
  15705. * @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.
  15706. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15707. * @param camera The camera to apply the render pass to.
  15708. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15709. * @param engine The engine which the post process will be applied. (default: current engine)
  15710. * @param reusable If the post process can be reused on the same frame. (default: false)
  15711. * @param textureType Type of textures used when performing the post process. (default: 0)
  15712. * @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)
  15713. */
  15714. constructor(name: string,
  15715. /** The direction in which to blur the image. */
  15716. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15717. /**
  15718. * Updates the effect with the current post process compile time values and recompiles the shader.
  15719. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15720. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15721. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15722. * @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
  15723. * @param onCompiled Called when the shader has been compiled.
  15724. * @param onError Called if there is an error when compiling a shader.
  15725. */
  15726. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15727. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15728. /**
  15729. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15730. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15731. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15732. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15733. * The gaps between physical kernels are compensated for in the weighting of the samples
  15734. * @param idealKernel Ideal blur kernel.
  15735. * @return Nearest best kernel.
  15736. */
  15737. protected _nearestBestKernel(idealKernel: number): number;
  15738. /**
  15739. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15740. * @param x The point on the Gaussian distribution to sample.
  15741. * @return the value of the Gaussian function at x.
  15742. */
  15743. protected _gaussianWeight(x: number): number;
  15744. /**
  15745. * Generates a string that can be used as a floating point number in GLSL.
  15746. * @param x Value to print.
  15747. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15748. * @return GLSL float string.
  15749. */
  15750. protected _glslFloat(x: number, decimalFigures?: number): string;
  15751. }
  15752. }
  15753. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15754. import { Scene } from "babylonjs/scene";
  15755. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15756. import { Plane } from "babylonjs/Maths/math.plane";
  15757. /**
  15758. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15759. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15760. * You can then easily use it as a reflectionTexture on a flat surface.
  15761. * In case the surface is not a plane, please consider relying on reflection probes.
  15762. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15763. */
  15764. export class MirrorTexture extends RenderTargetTexture {
  15765. private scene;
  15766. /**
  15767. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15768. * 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.
  15769. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15770. */
  15771. mirrorPlane: Plane;
  15772. /**
  15773. * Define the blur ratio used to blur the reflection if needed.
  15774. */
  15775. blurRatio: number;
  15776. /**
  15777. * Define the adaptive blur kernel used to blur the reflection if needed.
  15778. * This will autocompute the closest best match for the `blurKernel`
  15779. */
  15780. adaptiveBlurKernel: number;
  15781. /**
  15782. * Define the blur kernel used to blur the reflection if needed.
  15783. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15784. */
  15785. blurKernel: number;
  15786. /**
  15787. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15788. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15789. */
  15790. blurKernelX: number;
  15791. /**
  15792. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15793. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15794. */
  15795. blurKernelY: number;
  15796. private _autoComputeBlurKernel;
  15797. protected _onRatioRescale(): void;
  15798. private _updateGammaSpace;
  15799. private _imageProcessingConfigChangeObserver;
  15800. private _transformMatrix;
  15801. private _mirrorMatrix;
  15802. private _savedViewMatrix;
  15803. private _blurX;
  15804. private _blurY;
  15805. private _adaptiveBlurKernel;
  15806. private _blurKernelX;
  15807. private _blurKernelY;
  15808. private _blurRatio;
  15809. /**
  15810. * Instantiates a Mirror Texture.
  15811. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15812. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15813. * You can then easily use it as a reflectionTexture on a flat surface.
  15814. * In case the surface is not a plane, please consider relying on reflection probes.
  15815. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15816. * @param name
  15817. * @param size
  15818. * @param scene
  15819. * @param generateMipMaps
  15820. * @param type
  15821. * @param samplingMode
  15822. * @param generateDepthBuffer
  15823. */
  15824. constructor(name: string, size: number | {
  15825. width: number;
  15826. height: number;
  15827. } | {
  15828. ratio: number;
  15829. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15830. private _preparePostProcesses;
  15831. /**
  15832. * Clone the mirror texture.
  15833. * @returns the cloned texture
  15834. */
  15835. clone(): MirrorTexture;
  15836. /**
  15837. * Serialize the texture to a JSON representation you could use in Parse later on
  15838. * @returns the serialized JSON representation
  15839. */
  15840. serialize(): any;
  15841. /**
  15842. * Dispose the texture and release its associated resources.
  15843. */
  15844. dispose(): void;
  15845. }
  15846. }
  15847. declare module "babylonjs/Materials/Textures/texture" {
  15848. import { Observable } from "babylonjs/Misc/observable";
  15849. import { Nullable } from "babylonjs/types";
  15850. import { Scene } from "babylonjs/scene";
  15851. import { Matrix } from "babylonjs/Maths/math.vector";
  15852. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15853. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15854. import { Engine } from "babylonjs/Engines/engine";
  15855. /**
  15856. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15857. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15858. */
  15859. export class Texture extends BaseTexture {
  15860. /** @hidden */
  15861. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15862. /** @hidden */
  15863. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15864. /** @hidden */
  15865. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15866. /** nearest is mag = nearest and min = nearest and mip = linear */
  15867. static readonly NEAREST_SAMPLINGMODE: number;
  15868. /** nearest is mag = nearest and min = nearest and mip = linear */
  15869. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15870. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15871. static readonly BILINEAR_SAMPLINGMODE: number;
  15872. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15873. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15874. /** Trilinear is mag = linear and min = linear and mip = linear */
  15875. static readonly TRILINEAR_SAMPLINGMODE: number;
  15876. /** Trilinear is mag = linear and min = linear and mip = linear */
  15877. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15878. /** mag = nearest and min = nearest and mip = nearest */
  15879. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15880. /** mag = nearest and min = linear and mip = nearest */
  15881. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15882. /** mag = nearest and min = linear and mip = linear */
  15883. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15884. /** mag = nearest and min = linear and mip = none */
  15885. static readonly NEAREST_LINEAR: number;
  15886. /** mag = nearest and min = nearest and mip = none */
  15887. static readonly NEAREST_NEAREST: number;
  15888. /** mag = linear and min = nearest and mip = nearest */
  15889. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15890. /** mag = linear and min = nearest and mip = linear */
  15891. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15892. /** mag = linear and min = linear and mip = none */
  15893. static readonly LINEAR_LINEAR: number;
  15894. /** mag = linear and min = nearest and mip = none */
  15895. static readonly LINEAR_NEAREST: number;
  15896. /** Explicit coordinates mode */
  15897. static readonly EXPLICIT_MODE: number;
  15898. /** Spherical coordinates mode */
  15899. static readonly SPHERICAL_MODE: number;
  15900. /** Planar coordinates mode */
  15901. static readonly PLANAR_MODE: number;
  15902. /** Cubic coordinates mode */
  15903. static readonly CUBIC_MODE: number;
  15904. /** Projection coordinates mode */
  15905. static readonly PROJECTION_MODE: number;
  15906. /** Inverse Cubic coordinates mode */
  15907. static readonly SKYBOX_MODE: number;
  15908. /** Inverse Cubic coordinates mode */
  15909. static readonly INVCUBIC_MODE: number;
  15910. /** Equirectangular coordinates mode */
  15911. static readonly EQUIRECTANGULAR_MODE: number;
  15912. /** Equirectangular Fixed coordinates mode */
  15913. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15914. /** Equirectangular Fixed Mirrored coordinates mode */
  15915. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15916. /** Texture is not repeating outside of 0..1 UVs */
  15917. static readonly CLAMP_ADDRESSMODE: number;
  15918. /** Texture is repeating outside of 0..1 UVs */
  15919. static readonly WRAP_ADDRESSMODE: number;
  15920. /** Texture is repeating and mirrored */
  15921. static readonly MIRROR_ADDRESSMODE: number;
  15922. /**
  15923. * 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
  15924. */
  15925. static UseSerializedUrlIfAny: boolean;
  15926. /**
  15927. * Define the url of the texture.
  15928. */
  15929. url: Nullable<string>;
  15930. /**
  15931. * Define an offset on the texture to offset the u coordinates of the UVs
  15932. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15933. */
  15934. uOffset: number;
  15935. /**
  15936. * Define an offset on the texture to offset the v coordinates of the UVs
  15937. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15938. */
  15939. vOffset: number;
  15940. /**
  15941. * Define an offset on the texture to scale the u coordinates of the UVs
  15942. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15943. */
  15944. uScale: number;
  15945. /**
  15946. * Define an offset on the texture to scale the v coordinates of the UVs
  15947. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15948. */
  15949. vScale: number;
  15950. /**
  15951. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15952. * @see http://doc.babylonjs.com/how_to/more_materials
  15953. */
  15954. uAng: number;
  15955. /**
  15956. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15957. * @see http://doc.babylonjs.com/how_to/more_materials
  15958. */
  15959. vAng: number;
  15960. /**
  15961. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15962. * @see http://doc.babylonjs.com/how_to/more_materials
  15963. */
  15964. wAng: number;
  15965. /**
  15966. * Defines the center of rotation (U)
  15967. */
  15968. uRotationCenter: number;
  15969. /**
  15970. * Defines the center of rotation (V)
  15971. */
  15972. vRotationCenter: number;
  15973. /**
  15974. * Defines the center of rotation (W)
  15975. */
  15976. wRotationCenter: number;
  15977. /**
  15978. * Are mip maps generated for this texture or not.
  15979. */
  15980. readonly noMipmap: boolean;
  15981. /**
  15982. * List of inspectable custom properties (used by the Inspector)
  15983. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15984. */
  15985. inspectableCustomProperties: Nullable<IInspectable[]>;
  15986. private _noMipmap;
  15987. /** @hidden */
  15988. _invertY: boolean;
  15989. private _rowGenerationMatrix;
  15990. private _cachedTextureMatrix;
  15991. private _projectionModeMatrix;
  15992. private _t0;
  15993. private _t1;
  15994. private _t2;
  15995. private _cachedUOffset;
  15996. private _cachedVOffset;
  15997. private _cachedUScale;
  15998. private _cachedVScale;
  15999. private _cachedUAng;
  16000. private _cachedVAng;
  16001. private _cachedWAng;
  16002. private _cachedProjectionMatrixId;
  16003. private _cachedCoordinatesMode;
  16004. /** @hidden */
  16005. protected _initialSamplingMode: number;
  16006. /** @hidden */
  16007. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16008. private _deleteBuffer;
  16009. protected _format: Nullable<number>;
  16010. private _delayedOnLoad;
  16011. private _delayedOnError;
  16012. /**
  16013. * Observable triggered once the texture has been loaded.
  16014. */
  16015. onLoadObservable: Observable<Texture>;
  16016. protected _isBlocking: boolean;
  16017. /**
  16018. * Is the texture preventing material to render while loading.
  16019. * If false, a default texture will be used instead of the loading one during the preparation step.
  16020. */
  16021. isBlocking: boolean;
  16022. /**
  16023. * Get the current sampling mode associated with the texture.
  16024. */
  16025. readonly samplingMode: number;
  16026. /**
  16027. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16028. */
  16029. readonly invertY: boolean;
  16030. /**
  16031. * Instantiates a new texture.
  16032. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16033. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16034. * @param url define the url of the picture to load as a texture
  16035. * @param scene define the scene or engine the texture will belong to
  16036. * @param noMipmap define if the texture will require mip maps or not
  16037. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16038. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16039. * @param onLoad define a callback triggered when the texture has been loaded
  16040. * @param onError define a callback triggered when an error occurred during the loading session
  16041. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16042. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16043. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16044. */
  16045. 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);
  16046. /**
  16047. * Update the url (and optional buffer) of this texture if url was null during construction.
  16048. * @param url the url of the texture
  16049. * @param buffer the buffer of the texture (defaults to null)
  16050. * @param onLoad callback called when the texture is loaded (defaults to null)
  16051. */
  16052. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16053. /**
  16054. * Finish the loading sequence of a texture flagged as delayed load.
  16055. * @hidden
  16056. */
  16057. delayLoad(): void;
  16058. private _prepareRowForTextureGeneration;
  16059. /**
  16060. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16061. * @returns the transform matrix of the texture.
  16062. */
  16063. getTextureMatrix(): Matrix;
  16064. /**
  16065. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16066. * @returns The reflection texture transform
  16067. */
  16068. getReflectionTextureMatrix(): Matrix;
  16069. /**
  16070. * Clones the texture.
  16071. * @returns the cloned texture
  16072. */
  16073. clone(): Texture;
  16074. /**
  16075. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16076. * @returns The JSON representation of the texture
  16077. */
  16078. serialize(): any;
  16079. /**
  16080. * Get the current class name of the texture useful for serialization or dynamic coding.
  16081. * @returns "Texture"
  16082. */
  16083. getClassName(): string;
  16084. /**
  16085. * Dispose the texture and release its associated resources.
  16086. */
  16087. dispose(): void;
  16088. /**
  16089. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16090. * @param parsedTexture Define the JSON representation of the texture
  16091. * @param scene Define the scene the parsed texture should be instantiated in
  16092. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16093. * @returns The parsed texture if successful
  16094. */
  16095. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16096. /**
  16097. * Creates a texture from its base 64 representation.
  16098. * @param data Define the base64 payload without the data: prefix
  16099. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16100. * @param scene Define the scene the texture should belong to
  16101. * @param noMipmap Forces the texture to not create mip map information if true
  16102. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16103. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16104. * @param onLoad define a callback triggered when the texture has been loaded
  16105. * @param onError define a callback triggered when an error occurred during the loading session
  16106. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16107. * @returns the created texture
  16108. */
  16109. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16110. /**
  16111. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16112. * @param data Define the base64 payload without the data: prefix
  16113. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16114. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16115. * @param scene Define the scene the texture should belong to
  16116. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16117. * @param noMipmap Forces the texture to not create mip map information if true
  16118. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16119. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16120. * @param onLoad define a callback triggered when the texture has been loaded
  16121. * @param onError define a callback triggered when an error occurred during the loading session
  16122. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16123. * @returns the created texture
  16124. */
  16125. 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;
  16126. }
  16127. }
  16128. declare module "babylonjs/PostProcesses/postProcessManager" {
  16129. import { Nullable } from "babylonjs/types";
  16130. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16131. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16132. import { Scene } from "babylonjs/scene";
  16133. /**
  16134. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16135. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16136. */
  16137. export class PostProcessManager {
  16138. private _scene;
  16139. private _indexBuffer;
  16140. private _vertexBuffers;
  16141. /**
  16142. * Creates a new instance PostProcess
  16143. * @param scene The scene that the post process is associated with.
  16144. */
  16145. constructor(scene: Scene);
  16146. private _prepareBuffers;
  16147. private _buildIndexBuffer;
  16148. /**
  16149. * Rebuilds the vertex buffers of the manager.
  16150. * @hidden
  16151. */
  16152. _rebuild(): void;
  16153. /**
  16154. * Prepares a frame to be run through a post process.
  16155. * @param sourceTexture The input texture to the post procesess. (default: null)
  16156. * @param postProcesses An array of post processes to be run. (default: null)
  16157. * @returns True if the post processes were able to be run.
  16158. * @hidden
  16159. */
  16160. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16161. /**
  16162. * Manually render a set of post processes to a texture.
  16163. * @param postProcesses An array of post processes to be run.
  16164. * @param targetTexture The target texture to render to.
  16165. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16166. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16167. * @param lodLevel defines which lod of the texture to render to
  16168. */
  16169. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16170. /**
  16171. * Finalize the result of the output of the postprocesses.
  16172. * @param doNotPresent If true the result will not be displayed to the screen.
  16173. * @param targetTexture The target texture to render to.
  16174. * @param faceIndex The index of the face to bind the target texture to.
  16175. * @param postProcesses The array of post processes to render.
  16176. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16177. * @hidden
  16178. */
  16179. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16180. /**
  16181. * Disposes of the post process manager.
  16182. */
  16183. dispose(): void;
  16184. }
  16185. }
  16186. declare module "babylonjs/Misc/gradients" {
  16187. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16188. /** Interface used by value gradients (color, factor, ...) */
  16189. export interface IValueGradient {
  16190. /**
  16191. * Gets or sets the gradient value (between 0 and 1)
  16192. */
  16193. gradient: number;
  16194. }
  16195. /** Class used to store color4 gradient */
  16196. export class ColorGradient implements IValueGradient {
  16197. /**
  16198. * Gets or sets the gradient value (between 0 and 1)
  16199. */
  16200. gradient: number;
  16201. /**
  16202. * Gets or sets first associated color
  16203. */
  16204. color1: Color4;
  16205. /**
  16206. * Gets or sets second associated color
  16207. */
  16208. color2?: Color4;
  16209. /**
  16210. * Will get a color picked randomly between color1 and color2.
  16211. * If color2 is undefined then color1 will be used
  16212. * @param result defines the target Color4 to store the result in
  16213. */
  16214. getColorToRef(result: Color4): void;
  16215. }
  16216. /** Class used to store color 3 gradient */
  16217. export class Color3Gradient implements IValueGradient {
  16218. /**
  16219. * Gets or sets the gradient value (between 0 and 1)
  16220. */
  16221. gradient: number;
  16222. /**
  16223. * Gets or sets the associated color
  16224. */
  16225. color: Color3;
  16226. }
  16227. /** Class used to store factor gradient */
  16228. export class FactorGradient implements IValueGradient {
  16229. /**
  16230. * Gets or sets the gradient value (between 0 and 1)
  16231. */
  16232. gradient: number;
  16233. /**
  16234. * Gets or sets first associated factor
  16235. */
  16236. factor1: number;
  16237. /**
  16238. * Gets or sets second associated factor
  16239. */
  16240. factor2?: number;
  16241. /**
  16242. * Will get a number picked randomly between factor1 and factor2.
  16243. * If factor2 is undefined then factor1 will be used
  16244. * @returns the picked number
  16245. */
  16246. getFactor(): number;
  16247. }
  16248. /**
  16249. * Helper used to simplify some generic gradient tasks
  16250. */
  16251. export class GradientHelper {
  16252. /**
  16253. * Gets the current gradient from an array of IValueGradient
  16254. * @param ratio defines the current ratio to get
  16255. * @param gradients defines the array of IValueGradient
  16256. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16257. */
  16258. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16259. }
  16260. }
  16261. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16262. import { Scene } from "babylonjs/scene";
  16263. import { ISceneComponent } from "babylonjs/sceneComponent";
  16264. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16265. module "babylonjs/abstractScene" {
  16266. interface AbstractScene {
  16267. /**
  16268. * The list of procedural textures added to the scene
  16269. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16270. */
  16271. proceduralTextures: Array<ProceduralTexture>;
  16272. }
  16273. }
  16274. /**
  16275. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16276. * in a given scene.
  16277. */
  16278. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16279. /**
  16280. * The component name helpfull to identify the component in the list of scene components.
  16281. */
  16282. readonly name: string;
  16283. /**
  16284. * The scene the component belongs to.
  16285. */
  16286. scene: Scene;
  16287. /**
  16288. * Creates a new instance of the component for the given scene
  16289. * @param scene Defines the scene to register the component in
  16290. */
  16291. constructor(scene: Scene);
  16292. /**
  16293. * Registers the component in a given scene
  16294. */
  16295. register(): void;
  16296. /**
  16297. * Rebuilds the elements related to this component in case of
  16298. * context lost for instance.
  16299. */
  16300. rebuild(): void;
  16301. /**
  16302. * Disposes the component and the associated ressources.
  16303. */
  16304. dispose(): void;
  16305. private _beforeClear;
  16306. }
  16307. }
  16308. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16309. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16310. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16311. module "babylonjs/Engines/engine" {
  16312. interface Engine {
  16313. /**
  16314. * Creates a new render target cube texture
  16315. * @param size defines the size of the texture
  16316. * @param options defines the options used to create the texture
  16317. * @returns a new render target cube texture stored in an InternalTexture
  16318. */
  16319. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16320. }
  16321. }
  16322. }
  16323. declare module "babylonjs/Shaders/procedural.vertex" {
  16324. /** @hidden */
  16325. export var proceduralVertexShader: {
  16326. name: string;
  16327. shader: string;
  16328. };
  16329. }
  16330. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16331. import { Observable } from "babylonjs/Misc/observable";
  16332. import { Nullable } from "babylonjs/types";
  16333. import { Scene } from "babylonjs/scene";
  16334. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16335. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16336. import { Effect } from "babylonjs/Materials/effect";
  16337. import { Texture } from "babylonjs/Materials/Textures/texture";
  16338. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16339. import "babylonjs/Shaders/procedural.vertex";
  16340. /**
  16341. * 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.
  16342. * This is the base class of any Procedural texture and contains most of the shareable code.
  16343. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16344. */
  16345. export class ProceduralTexture extends Texture {
  16346. isCube: boolean;
  16347. /**
  16348. * Define if the texture is enabled or not (disabled texture will not render)
  16349. */
  16350. isEnabled: boolean;
  16351. /**
  16352. * Define if the texture must be cleared before rendering (default is true)
  16353. */
  16354. autoClear: boolean;
  16355. /**
  16356. * Callback called when the texture is generated
  16357. */
  16358. onGenerated: () => void;
  16359. /**
  16360. * Event raised when the texture is generated
  16361. */
  16362. onGeneratedObservable: Observable<ProceduralTexture>;
  16363. /** @hidden */
  16364. _generateMipMaps: boolean;
  16365. /** @hidden **/
  16366. _effect: Effect;
  16367. /** @hidden */
  16368. _textures: {
  16369. [key: string]: Texture;
  16370. };
  16371. private _size;
  16372. private _currentRefreshId;
  16373. private _refreshRate;
  16374. private _vertexBuffers;
  16375. private _indexBuffer;
  16376. private _uniforms;
  16377. private _samplers;
  16378. private _fragment;
  16379. private _floats;
  16380. private _ints;
  16381. private _floatsArrays;
  16382. private _colors3;
  16383. private _colors4;
  16384. private _vectors2;
  16385. private _vectors3;
  16386. private _matrices;
  16387. private _fallbackTexture;
  16388. private _fallbackTextureUsed;
  16389. private _engine;
  16390. private _cachedDefines;
  16391. private _contentUpdateId;
  16392. private _contentData;
  16393. /**
  16394. * Instantiates a new procedural texture.
  16395. * 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.
  16396. * This is the base class of any Procedural texture and contains most of the shareable code.
  16397. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16398. * @param name Define the name of the texture
  16399. * @param size Define the size of the texture to create
  16400. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16401. * @param scene Define the scene the texture belongs to
  16402. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16403. * @param generateMipMaps Define if the texture should creates mip maps or not
  16404. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16405. */
  16406. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16407. /**
  16408. * The effect that is created when initializing the post process.
  16409. * @returns The created effect corresponding the the postprocess.
  16410. */
  16411. getEffect(): Effect;
  16412. /**
  16413. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16414. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16415. */
  16416. getContent(): Nullable<ArrayBufferView>;
  16417. private _createIndexBuffer;
  16418. /** @hidden */
  16419. _rebuild(): void;
  16420. /**
  16421. * Resets the texture in order to recreate its associated resources.
  16422. * This can be called in case of context loss
  16423. */
  16424. reset(): void;
  16425. protected _getDefines(): string;
  16426. /**
  16427. * Is the texture ready to be used ? (rendered at least once)
  16428. * @returns true if ready, otherwise, false.
  16429. */
  16430. isReady(): boolean;
  16431. /**
  16432. * Resets the refresh counter of the texture and start bak from scratch.
  16433. * Could be useful to regenerate the texture if it is setup to render only once.
  16434. */
  16435. resetRefreshCounter(): void;
  16436. /**
  16437. * Set the fragment shader to use in order to render the texture.
  16438. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16439. */
  16440. setFragment(fragment: any): void;
  16441. /**
  16442. * Define the refresh rate of the texture or the rendering frequency.
  16443. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16444. */
  16445. refreshRate: number;
  16446. /** @hidden */
  16447. _shouldRender(): boolean;
  16448. /**
  16449. * Get the size the texture is rendering at.
  16450. * @returns the size (texture is always squared)
  16451. */
  16452. getRenderSize(): number;
  16453. /**
  16454. * Resize the texture to new value.
  16455. * @param size Define the new size the texture should have
  16456. * @param generateMipMaps Define whether the new texture should create mip maps
  16457. */
  16458. resize(size: number, generateMipMaps: boolean): void;
  16459. private _checkUniform;
  16460. /**
  16461. * Set a texture in the shader program used to render.
  16462. * @param name Define the name of the uniform samplers as defined in the shader
  16463. * @param texture Define the texture to bind to this sampler
  16464. * @return the texture itself allowing "fluent" like uniform updates
  16465. */
  16466. setTexture(name: string, texture: Texture): ProceduralTexture;
  16467. /**
  16468. * Set a float in the shader.
  16469. * @param name Define the name of the uniform as defined in the shader
  16470. * @param value Define the value to give to the uniform
  16471. * @return the texture itself allowing "fluent" like uniform updates
  16472. */
  16473. setFloat(name: string, value: number): ProceduralTexture;
  16474. /**
  16475. * Set a int in the shader.
  16476. * @param name Define the name of the uniform as defined in the shader
  16477. * @param value Define the value to give to the uniform
  16478. * @return the texture itself allowing "fluent" like uniform updates
  16479. */
  16480. setInt(name: string, value: number): ProceduralTexture;
  16481. /**
  16482. * Set an array of floats in the shader.
  16483. * @param name Define the name of the uniform as defined in the shader
  16484. * @param value Define the value to give to the uniform
  16485. * @return the texture itself allowing "fluent" like uniform updates
  16486. */
  16487. setFloats(name: string, value: number[]): ProceduralTexture;
  16488. /**
  16489. * Set a vec3 in the shader from a Color3.
  16490. * @param name Define the name of the uniform as defined in the shader
  16491. * @param value Define the value to give to the uniform
  16492. * @return the texture itself allowing "fluent" like uniform updates
  16493. */
  16494. setColor3(name: string, value: Color3): ProceduralTexture;
  16495. /**
  16496. * Set a vec4 in the shader from a Color4.
  16497. * @param name Define the name of the uniform as defined in the shader
  16498. * @param value Define the value to give to the uniform
  16499. * @return the texture itself allowing "fluent" like uniform updates
  16500. */
  16501. setColor4(name: string, value: Color4): ProceduralTexture;
  16502. /**
  16503. * Set a vec2 in the shader from a Vector2.
  16504. * @param name Define the name of the uniform as defined in the shader
  16505. * @param value Define the value to give to the uniform
  16506. * @return the texture itself allowing "fluent" like uniform updates
  16507. */
  16508. setVector2(name: string, value: Vector2): ProceduralTexture;
  16509. /**
  16510. * Set a vec3 in the shader from a Vector3.
  16511. * @param name Define the name of the uniform as defined in the shader
  16512. * @param value Define the value to give to the uniform
  16513. * @return the texture itself allowing "fluent" like uniform updates
  16514. */
  16515. setVector3(name: string, value: Vector3): ProceduralTexture;
  16516. /**
  16517. * Set a mat4 in the shader from a MAtrix.
  16518. * @param name Define the name of the uniform as defined in the shader
  16519. * @param value Define the value to give to the uniform
  16520. * @return the texture itself allowing "fluent" like uniform updates
  16521. */
  16522. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16523. /**
  16524. * Render the texture to its associated render target.
  16525. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16526. */
  16527. render(useCameraPostProcess?: boolean): void;
  16528. /**
  16529. * Clone the texture.
  16530. * @returns the cloned texture
  16531. */
  16532. clone(): ProceduralTexture;
  16533. /**
  16534. * Dispose the texture and release its asoociated resources.
  16535. */
  16536. dispose(): void;
  16537. }
  16538. }
  16539. declare module "babylonjs/Particles/baseParticleSystem" {
  16540. import { Nullable } from "babylonjs/types";
  16541. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16542. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16543. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16544. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16545. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16546. import { Scene } from "babylonjs/scene";
  16547. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16548. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16549. import { Texture } from "babylonjs/Materials/Textures/texture";
  16550. import { Color4 } from "babylonjs/Maths/math.color";
  16551. import { Animation } from "babylonjs/Animations/animation";
  16552. /**
  16553. * This represents the base class for particle system in Babylon.
  16554. * 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.
  16555. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16556. * @example https://doc.babylonjs.com/babylon101/particles
  16557. */
  16558. export class BaseParticleSystem {
  16559. /**
  16560. * Source color is added to the destination color without alpha affecting the result
  16561. */
  16562. static BLENDMODE_ONEONE: number;
  16563. /**
  16564. * Blend current color and particle color using particle’s alpha
  16565. */
  16566. static BLENDMODE_STANDARD: number;
  16567. /**
  16568. * Add current color and particle color multiplied by particle’s alpha
  16569. */
  16570. static BLENDMODE_ADD: number;
  16571. /**
  16572. * Multiply current color with particle color
  16573. */
  16574. static BLENDMODE_MULTIPLY: number;
  16575. /**
  16576. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16577. */
  16578. static BLENDMODE_MULTIPLYADD: number;
  16579. /**
  16580. * List of animations used by the particle system.
  16581. */
  16582. animations: Animation[];
  16583. /**
  16584. * The id of the Particle system.
  16585. */
  16586. id: string;
  16587. /**
  16588. * The friendly name of the Particle system.
  16589. */
  16590. name: string;
  16591. /**
  16592. * The rendering group used by the Particle system to chose when to render.
  16593. */
  16594. renderingGroupId: number;
  16595. /**
  16596. * The emitter represents the Mesh or position we are attaching the particle system to.
  16597. */
  16598. emitter: Nullable<AbstractMesh | Vector3>;
  16599. /**
  16600. * The maximum number of particles to emit per frame
  16601. */
  16602. emitRate: number;
  16603. /**
  16604. * If you want to launch only a few particles at once, that can be done, as well.
  16605. */
  16606. manualEmitCount: number;
  16607. /**
  16608. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16609. */
  16610. updateSpeed: number;
  16611. /**
  16612. * The amount of time the particle system is running (depends of the overall update speed).
  16613. */
  16614. targetStopDuration: number;
  16615. /**
  16616. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16617. */
  16618. disposeOnStop: boolean;
  16619. /**
  16620. * Minimum power of emitting particles.
  16621. */
  16622. minEmitPower: number;
  16623. /**
  16624. * Maximum power of emitting particles.
  16625. */
  16626. maxEmitPower: number;
  16627. /**
  16628. * Minimum life time of emitting particles.
  16629. */
  16630. minLifeTime: number;
  16631. /**
  16632. * Maximum life time of emitting particles.
  16633. */
  16634. maxLifeTime: number;
  16635. /**
  16636. * Minimum Size of emitting particles.
  16637. */
  16638. minSize: number;
  16639. /**
  16640. * Maximum Size of emitting particles.
  16641. */
  16642. maxSize: number;
  16643. /**
  16644. * Minimum scale of emitting particles on X axis.
  16645. */
  16646. minScaleX: number;
  16647. /**
  16648. * Maximum scale of emitting particles on X axis.
  16649. */
  16650. maxScaleX: number;
  16651. /**
  16652. * Minimum scale of emitting particles on Y axis.
  16653. */
  16654. minScaleY: number;
  16655. /**
  16656. * Maximum scale of emitting particles on Y axis.
  16657. */
  16658. maxScaleY: number;
  16659. /**
  16660. * Gets or sets the minimal initial rotation in radians.
  16661. */
  16662. minInitialRotation: number;
  16663. /**
  16664. * Gets or sets the maximal initial rotation in radians.
  16665. */
  16666. maxInitialRotation: number;
  16667. /**
  16668. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16669. */
  16670. minAngularSpeed: number;
  16671. /**
  16672. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16673. */
  16674. maxAngularSpeed: number;
  16675. /**
  16676. * The texture used to render each particle. (this can be a spritesheet)
  16677. */
  16678. particleTexture: Nullable<Texture>;
  16679. /**
  16680. * The layer mask we are rendering the particles through.
  16681. */
  16682. layerMask: number;
  16683. /**
  16684. * This can help using your own shader to render the particle system.
  16685. * The according effect will be created
  16686. */
  16687. customShader: any;
  16688. /**
  16689. * By default particle system starts as soon as they are created. This prevents the
  16690. * automatic start to happen and let you decide when to start emitting particles.
  16691. */
  16692. preventAutoStart: boolean;
  16693. private _noiseTexture;
  16694. /**
  16695. * Gets or sets a texture used to add random noise to particle positions
  16696. */
  16697. noiseTexture: Nullable<ProceduralTexture>;
  16698. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16699. noiseStrength: Vector3;
  16700. /**
  16701. * Callback triggered when the particle animation is ending.
  16702. */
  16703. onAnimationEnd: Nullable<() => void>;
  16704. /**
  16705. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16706. */
  16707. blendMode: number;
  16708. /**
  16709. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16710. * to override the particles.
  16711. */
  16712. forceDepthWrite: boolean;
  16713. /** 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 */
  16714. preWarmCycles: number;
  16715. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16716. preWarmStepOffset: number;
  16717. /**
  16718. * 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)
  16719. */
  16720. spriteCellChangeSpeed: number;
  16721. /**
  16722. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16723. */
  16724. startSpriteCellID: number;
  16725. /**
  16726. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16727. */
  16728. endSpriteCellID: number;
  16729. /**
  16730. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16731. */
  16732. spriteCellWidth: number;
  16733. /**
  16734. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16735. */
  16736. spriteCellHeight: number;
  16737. /**
  16738. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16739. */
  16740. spriteRandomStartCell: boolean;
  16741. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16742. translationPivot: Vector2;
  16743. /** @hidden */
  16744. protected _isAnimationSheetEnabled: boolean;
  16745. /**
  16746. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16747. */
  16748. beginAnimationOnStart: boolean;
  16749. /**
  16750. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16751. */
  16752. beginAnimationFrom: number;
  16753. /**
  16754. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16755. */
  16756. beginAnimationTo: number;
  16757. /**
  16758. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16759. */
  16760. beginAnimationLoop: boolean;
  16761. /**
  16762. * Gets or sets a world offset applied to all particles
  16763. */
  16764. worldOffset: Vector3;
  16765. /**
  16766. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16767. */
  16768. isAnimationSheetEnabled: boolean;
  16769. /**
  16770. * Get hosting scene
  16771. * @returns the scene
  16772. */
  16773. getScene(): Scene;
  16774. /**
  16775. * You can use gravity if you want to give an orientation to your particles.
  16776. */
  16777. gravity: Vector3;
  16778. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16779. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16780. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16781. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16782. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16783. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16784. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16785. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16786. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16787. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16788. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16789. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16790. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16791. /**
  16792. * Defines the delay in milliseconds before starting the system (0 by default)
  16793. */
  16794. startDelay: number;
  16795. /**
  16796. * Gets the current list of drag gradients.
  16797. * You must use addDragGradient and removeDragGradient to udpate this list
  16798. * @returns the list of drag gradients
  16799. */
  16800. getDragGradients(): Nullable<Array<FactorGradient>>;
  16801. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16802. limitVelocityDamping: number;
  16803. /**
  16804. * Gets the current list of limit velocity gradients.
  16805. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16806. * @returns the list of limit velocity gradients
  16807. */
  16808. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16809. /**
  16810. * Gets the current list of color gradients.
  16811. * You must use addColorGradient and removeColorGradient to udpate this list
  16812. * @returns the list of color gradients
  16813. */
  16814. getColorGradients(): Nullable<Array<ColorGradient>>;
  16815. /**
  16816. * Gets the current list of size gradients.
  16817. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16818. * @returns the list of size gradients
  16819. */
  16820. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16821. /**
  16822. * Gets the current list of color remap gradients.
  16823. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16824. * @returns the list of color remap gradients
  16825. */
  16826. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16827. /**
  16828. * Gets the current list of alpha remap gradients.
  16829. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16830. * @returns the list of alpha remap gradients
  16831. */
  16832. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16833. /**
  16834. * Gets the current list of life time gradients.
  16835. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16836. * @returns the list of life time gradients
  16837. */
  16838. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16839. /**
  16840. * Gets the current list of angular speed gradients.
  16841. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16842. * @returns the list of angular speed gradients
  16843. */
  16844. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16845. /**
  16846. * Gets the current list of velocity gradients.
  16847. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16848. * @returns the list of velocity gradients
  16849. */
  16850. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16851. /**
  16852. * Gets the current list of start size gradients.
  16853. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16854. * @returns the list of start size gradients
  16855. */
  16856. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16857. /**
  16858. * Gets the current list of emit rate gradients.
  16859. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16860. * @returns the list of emit rate gradients
  16861. */
  16862. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16863. /**
  16864. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16865. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16866. */
  16867. direction1: Vector3;
  16868. /**
  16869. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16870. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16871. */
  16872. direction2: Vector3;
  16873. /**
  16874. * 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.
  16875. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16876. */
  16877. minEmitBox: Vector3;
  16878. /**
  16879. * 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.
  16880. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16881. */
  16882. maxEmitBox: Vector3;
  16883. /**
  16884. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16885. */
  16886. color1: Color4;
  16887. /**
  16888. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16889. */
  16890. color2: Color4;
  16891. /**
  16892. * Color the particle will have at the end of its lifetime
  16893. */
  16894. colorDead: Color4;
  16895. /**
  16896. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16897. */
  16898. textureMask: Color4;
  16899. /**
  16900. * The particle emitter type defines the emitter used by the particle system.
  16901. * It can be for example box, sphere, or cone...
  16902. */
  16903. particleEmitterType: IParticleEmitterType;
  16904. /** @hidden */
  16905. _isSubEmitter: boolean;
  16906. /**
  16907. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16908. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16909. */
  16910. billboardMode: number;
  16911. protected _isBillboardBased: boolean;
  16912. /**
  16913. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16914. */
  16915. isBillboardBased: boolean;
  16916. /**
  16917. * The scene the particle system belongs to.
  16918. */
  16919. protected _scene: Scene;
  16920. /**
  16921. * Local cache of defines for image processing.
  16922. */
  16923. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16924. /**
  16925. * Default configuration related to image processing available in the standard Material.
  16926. */
  16927. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16928. /**
  16929. * Gets the image processing configuration used either in this material.
  16930. */
  16931. /**
  16932. * Sets the Default image processing configuration used either in the this material.
  16933. *
  16934. * If sets to null, the scene one is in use.
  16935. */
  16936. imageProcessingConfiguration: ImageProcessingConfiguration;
  16937. /**
  16938. * Attaches a new image processing configuration to the Standard Material.
  16939. * @param configuration
  16940. */
  16941. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16942. /** @hidden */
  16943. protected _reset(): void;
  16944. /** @hidden */
  16945. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16946. /**
  16947. * Instantiates a particle system.
  16948. * 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.
  16949. * @param name The name of the particle system
  16950. */
  16951. constructor(name: string);
  16952. /**
  16953. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16954. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16955. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16956. * @returns the emitter
  16957. */
  16958. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16959. /**
  16960. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16961. * @param radius The radius of the hemisphere to emit from
  16962. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16963. * @returns the emitter
  16964. */
  16965. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16966. /**
  16967. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16968. * @param radius The radius of the sphere to emit from
  16969. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16970. * @returns the emitter
  16971. */
  16972. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16973. /**
  16974. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16975. * @param radius The radius of the sphere to emit from
  16976. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16977. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16978. * @returns the emitter
  16979. */
  16980. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16981. /**
  16982. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16983. * @param radius The radius of the emission cylinder
  16984. * @param height The height of the emission cylinder
  16985. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16986. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16987. * @returns the emitter
  16988. */
  16989. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16990. /**
  16991. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16992. * @param radius The radius of the cylinder to emit from
  16993. * @param height The height of the emission cylinder
  16994. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16995. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16996. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16997. * @returns the emitter
  16998. */
  16999. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17000. /**
  17001. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17002. * @param radius The radius of the cone to emit from
  17003. * @param angle The base angle of the cone
  17004. * @returns the emitter
  17005. */
  17006. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17007. /**
  17008. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17009. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17010. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17011. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17012. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17013. * @returns the emitter
  17014. */
  17015. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17016. }
  17017. }
  17018. declare module "babylonjs/Particles/subEmitter" {
  17019. import { Scene } from "babylonjs/scene";
  17020. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17021. /**
  17022. * Type of sub emitter
  17023. */
  17024. export enum SubEmitterType {
  17025. /**
  17026. * Attached to the particle over it's lifetime
  17027. */
  17028. ATTACHED = 0,
  17029. /**
  17030. * Created when the particle dies
  17031. */
  17032. END = 1
  17033. }
  17034. /**
  17035. * Sub emitter class used to emit particles from an existing particle
  17036. */
  17037. export class SubEmitter {
  17038. /**
  17039. * the particle system to be used by the sub emitter
  17040. */
  17041. particleSystem: ParticleSystem;
  17042. /**
  17043. * Type of the submitter (Default: END)
  17044. */
  17045. type: SubEmitterType;
  17046. /**
  17047. * 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)
  17048. * Note: This only is supported when using an emitter of type Mesh
  17049. */
  17050. inheritDirection: boolean;
  17051. /**
  17052. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17053. */
  17054. inheritedVelocityAmount: number;
  17055. /**
  17056. * Creates a sub emitter
  17057. * @param particleSystem the particle system to be used by the sub emitter
  17058. */
  17059. constructor(
  17060. /**
  17061. * the particle system to be used by the sub emitter
  17062. */
  17063. particleSystem: ParticleSystem);
  17064. /**
  17065. * Clones the sub emitter
  17066. * @returns the cloned sub emitter
  17067. */
  17068. clone(): SubEmitter;
  17069. /**
  17070. * Serialize current object to a JSON object
  17071. * @returns the serialized object
  17072. */
  17073. serialize(): any;
  17074. /** @hidden */
  17075. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17076. /**
  17077. * Creates a new SubEmitter from a serialized JSON version
  17078. * @param serializationObject defines the JSON object to read from
  17079. * @param scene defines the hosting scene
  17080. * @param rootUrl defines the rootUrl for data loading
  17081. * @returns a new SubEmitter
  17082. */
  17083. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17084. /** Release associated resources */
  17085. dispose(): void;
  17086. }
  17087. }
  17088. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17089. /** @hidden */
  17090. export var clipPlaneFragmentDeclaration: {
  17091. name: string;
  17092. shader: string;
  17093. };
  17094. }
  17095. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17096. /** @hidden */
  17097. export var imageProcessingDeclaration: {
  17098. name: string;
  17099. shader: string;
  17100. };
  17101. }
  17102. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17103. /** @hidden */
  17104. export var imageProcessingFunctions: {
  17105. name: string;
  17106. shader: string;
  17107. };
  17108. }
  17109. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17110. /** @hidden */
  17111. export var clipPlaneFragment: {
  17112. name: string;
  17113. shader: string;
  17114. };
  17115. }
  17116. declare module "babylonjs/Shaders/particles.fragment" {
  17117. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17118. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17119. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17120. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17121. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17122. /** @hidden */
  17123. export var particlesPixelShader: {
  17124. name: string;
  17125. shader: string;
  17126. };
  17127. }
  17128. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17129. /** @hidden */
  17130. export var clipPlaneVertexDeclaration: {
  17131. name: string;
  17132. shader: string;
  17133. };
  17134. }
  17135. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17136. /** @hidden */
  17137. export var clipPlaneVertex: {
  17138. name: string;
  17139. shader: string;
  17140. };
  17141. }
  17142. declare module "babylonjs/Shaders/particles.vertex" {
  17143. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17144. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17145. /** @hidden */
  17146. export var particlesVertexShader: {
  17147. name: string;
  17148. shader: string;
  17149. };
  17150. }
  17151. declare module "babylonjs/Particles/particleSystem" {
  17152. import { Nullable } from "babylonjs/types";
  17153. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17154. import { Observable } from "babylonjs/Misc/observable";
  17155. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17156. import { Effect } from "babylonjs/Materials/effect";
  17157. import { Scene, IDisposable } from "babylonjs/scene";
  17158. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17159. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17160. import { Particle } from "babylonjs/Particles/particle";
  17161. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17162. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17163. import "babylonjs/Shaders/particles.fragment";
  17164. import "babylonjs/Shaders/particles.vertex";
  17165. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17166. /**
  17167. * This represents a particle system in Babylon.
  17168. * 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.
  17169. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17170. * @example https://doc.babylonjs.com/babylon101/particles
  17171. */
  17172. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17173. /**
  17174. * Billboard mode will only apply to Y axis
  17175. */
  17176. static readonly BILLBOARDMODE_Y: number;
  17177. /**
  17178. * Billboard mode will apply to all axes
  17179. */
  17180. static readonly BILLBOARDMODE_ALL: number;
  17181. /**
  17182. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17183. */
  17184. static readonly BILLBOARDMODE_STRETCHED: number;
  17185. /**
  17186. * This function can be defined to provide custom update for active particles.
  17187. * This function will be called instead of regular update (age, position, color, etc.).
  17188. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17189. */
  17190. updateFunction: (particles: Particle[]) => void;
  17191. private _emitterWorldMatrix;
  17192. /**
  17193. * This function can be defined to specify initial direction for every new particle.
  17194. * It by default use the emitterType defined function
  17195. */
  17196. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17197. /**
  17198. * This function can be defined to specify initial position for every new particle.
  17199. * It by default use the emitterType defined function
  17200. */
  17201. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17202. /**
  17203. * @hidden
  17204. */
  17205. _inheritedVelocityOffset: Vector3;
  17206. /**
  17207. * An event triggered when the system is disposed
  17208. */
  17209. onDisposeObservable: Observable<ParticleSystem>;
  17210. private _onDisposeObserver;
  17211. /**
  17212. * Sets a callback that will be triggered when the system is disposed
  17213. */
  17214. onDispose: () => void;
  17215. private _particles;
  17216. private _epsilon;
  17217. private _capacity;
  17218. private _stockParticles;
  17219. private _newPartsExcess;
  17220. private _vertexData;
  17221. private _vertexBuffer;
  17222. private _vertexBuffers;
  17223. private _spriteBuffer;
  17224. private _indexBuffer;
  17225. private _effect;
  17226. private _customEffect;
  17227. private _cachedDefines;
  17228. private _scaledColorStep;
  17229. private _colorDiff;
  17230. private _scaledDirection;
  17231. private _scaledGravity;
  17232. private _currentRenderId;
  17233. private _alive;
  17234. private _useInstancing;
  17235. private _started;
  17236. private _stopped;
  17237. private _actualFrame;
  17238. private _scaledUpdateSpeed;
  17239. private _vertexBufferSize;
  17240. /** @hidden */
  17241. _currentEmitRateGradient: Nullable<FactorGradient>;
  17242. /** @hidden */
  17243. _currentEmitRate1: number;
  17244. /** @hidden */
  17245. _currentEmitRate2: number;
  17246. /** @hidden */
  17247. _currentStartSizeGradient: Nullable<FactorGradient>;
  17248. /** @hidden */
  17249. _currentStartSize1: number;
  17250. /** @hidden */
  17251. _currentStartSize2: number;
  17252. private readonly _rawTextureWidth;
  17253. private _rampGradientsTexture;
  17254. private _useRampGradients;
  17255. /** Gets or sets a boolean indicating that ramp gradients must be used
  17256. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17257. */
  17258. useRampGradients: boolean;
  17259. /**
  17260. * 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.
  17261. * 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: [])
  17262. */
  17263. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17264. private _subEmitters;
  17265. /**
  17266. * @hidden
  17267. * If the particle systems emitter should be disposed when the particle system is disposed
  17268. */
  17269. _disposeEmitterOnDispose: boolean;
  17270. /**
  17271. * The current active Sub-systems, this property is used by the root particle system only.
  17272. */
  17273. activeSubSystems: Array<ParticleSystem>;
  17274. private _rootParticleSystem;
  17275. /**
  17276. * Gets the current list of active particles
  17277. */
  17278. readonly particles: Particle[];
  17279. /**
  17280. * Returns the string "ParticleSystem"
  17281. * @returns a string containing the class name
  17282. */
  17283. getClassName(): string;
  17284. /**
  17285. * Instantiates a particle system.
  17286. * 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.
  17287. * @param name The name of the particle system
  17288. * @param capacity The max number of particles alive at the same time
  17289. * @param scene The scene the particle system belongs to
  17290. * @param customEffect a custom effect used to change the way particles are rendered by default
  17291. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17292. * @param epsilon Offset used to render the particles
  17293. */
  17294. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17295. private _addFactorGradient;
  17296. private _removeFactorGradient;
  17297. /**
  17298. * Adds a new life time gradient
  17299. * @param gradient defines the gradient to use (between 0 and 1)
  17300. * @param factor defines the life time factor to affect to the specified gradient
  17301. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17302. * @returns the current particle system
  17303. */
  17304. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17305. /**
  17306. * Remove a specific life time gradient
  17307. * @param gradient defines the gradient to remove
  17308. * @returns the current particle system
  17309. */
  17310. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17311. /**
  17312. * Adds a new size gradient
  17313. * @param gradient defines the gradient to use (between 0 and 1)
  17314. * @param factor defines the size factor to affect to the specified gradient
  17315. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17316. * @returns the current particle system
  17317. */
  17318. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17319. /**
  17320. * Remove a specific size gradient
  17321. * @param gradient defines the gradient to remove
  17322. * @returns the current particle system
  17323. */
  17324. removeSizeGradient(gradient: number): IParticleSystem;
  17325. /**
  17326. * Adds a new color remap gradient
  17327. * @param gradient defines the gradient to use (between 0 and 1)
  17328. * @param min defines the color remap minimal range
  17329. * @param max defines the color remap maximal range
  17330. * @returns the current particle system
  17331. */
  17332. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17333. /**
  17334. * Remove a specific color remap gradient
  17335. * @param gradient defines the gradient to remove
  17336. * @returns the current particle system
  17337. */
  17338. removeColorRemapGradient(gradient: number): IParticleSystem;
  17339. /**
  17340. * Adds a new alpha remap gradient
  17341. * @param gradient defines the gradient to use (between 0 and 1)
  17342. * @param min defines the alpha remap minimal range
  17343. * @param max defines the alpha remap maximal range
  17344. * @returns the current particle system
  17345. */
  17346. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17347. /**
  17348. * Remove a specific alpha remap gradient
  17349. * @param gradient defines the gradient to remove
  17350. * @returns the current particle system
  17351. */
  17352. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17353. /**
  17354. * Adds a new angular speed gradient
  17355. * @param gradient defines the gradient to use (between 0 and 1)
  17356. * @param factor defines the angular speed to affect to the specified gradient
  17357. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17358. * @returns the current particle system
  17359. */
  17360. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17361. /**
  17362. * Remove a specific angular speed gradient
  17363. * @param gradient defines the gradient to remove
  17364. * @returns the current particle system
  17365. */
  17366. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17367. /**
  17368. * Adds a new velocity gradient
  17369. * @param gradient defines the gradient to use (between 0 and 1)
  17370. * @param factor defines the velocity to affect to the specified gradient
  17371. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17372. * @returns the current particle system
  17373. */
  17374. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17375. /**
  17376. * Remove a specific velocity gradient
  17377. * @param gradient defines the gradient to remove
  17378. * @returns the current particle system
  17379. */
  17380. removeVelocityGradient(gradient: number): IParticleSystem;
  17381. /**
  17382. * Adds a new limit velocity gradient
  17383. * @param gradient defines the gradient to use (between 0 and 1)
  17384. * @param factor defines the limit velocity value to affect to the specified gradient
  17385. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17386. * @returns the current particle system
  17387. */
  17388. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17389. /**
  17390. * Remove a specific limit velocity gradient
  17391. * @param gradient defines the gradient to remove
  17392. * @returns the current particle system
  17393. */
  17394. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17395. /**
  17396. * Adds a new drag gradient
  17397. * @param gradient defines the gradient to use (between 0 and 1)
  17398. * @param factor defines the drag value to affect to the specified gradient
  17399. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17400. * @returns the current particle system
  17401. */
  17402. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17403. /**
  17404. * Remove a specific drag gradient
  17405. * @param gradient defines the gradient to remove
  17406. * @returns the current particle system
  17407. */
  17408. removeDragGradient(gradient: number): IParticleSystem;
  17409. /**
  17410. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17411. * @param gradient defines the gradient to use (between 0 and 1)
  17412. * @param factor defines the emit rate value to affect to the specified gradient
  17413. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17414. * @returns the current particle system
  17415. */
  17416. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17417. /**
  17418. * Remove a specific emit rate gradient
  17419. * @param gradient defines the gradient to remove
  17420. * @returns the current particle system
  17421. */
  17422. removeEmitRateGradient(gradient: number): IParticleSystem;
  17423. /**
  17424. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17425. * @param gradient defines the gradient to use (between 0 and 1)
  17426. * @param factor defines the start size value to affect to the specified gradient
  17427. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17428. * @returns the current particle system
  17429. */
  17430. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17431. /**
  17432. * Remove a specific start size gradient
  17433. * @param gradient defines the gradient to remove
  17434. * @returns the current particle system
  17435. */
  17436. removeStartSizeGradient(gradient: number): IParticleSystem;
  17437. private _createRampGradientTexture;
  17438. /**
  17439. * Gets the current list of ramp gradients.
  17440. * You must use addRampGradient and removeRampGradient to udpate this list
  17441. * @returns the list of ramp gradients
  17442. */
  17443. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17444. /**
  17445. * Adds a new ramp gradient used to remap particle colors
  17446. * @param gradient defines the gradient to use (between 0 and 1)
  17447. * @param color defines the color to affect to the specified gradient
  17448. * @returns the current particle system
  17449. */
  17450. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17451. /**
  17452. * Remove a specific ramp gradient
  17453. * @param gradient defines the gradient to remove
  17454. * @returns the current particle system
  17455. */
  17456. removeRampGradient(gradient: number): ParticleSystem;
  17457. /**
  17458. * Adds a new color gradient
  17459. * @param gradient defines the gradient to use (between 0 and 1)
  17460. * @param color1 defines the color to affect to the specified gradient
  17461. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17462. * @returns this particle system
  17463. */
  17464. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17465. /**
  17466. * Remove a specific color gradient
  17467. * @param gradient defines the gradient to remove
  17468. * @returns this particle system
  17469. */
  17470. removeColorGradient(gradient: number): IParticleSystem;
  17471. private _fetchR;
  17472. protected _reset(): void;
  17473. private _resetEffect;
  17474. private _createVertexBuffers;
  17475. private _createIndexBuffer;
  17476. /**
  17477. * Gets the maximum number of particles active at the same time.
  17478. * @returns The max number of active particles.
  17479. */
  17480. getCapacity(): number;
  17481. /**
  17482. * Gets whether there are still active particles in the system.
  17483. * @returns True if it is alive, otherwise false.
  17484. */
  17485. isAlive(): boolean;
  17486. /**
  17487. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17488. * @returns True if it has been started, otherwise false.
  17489. */
  17490. isStarted(): boolean;
  17491. private _prepareSubEmitterInternalArray;
  17492. /**
  17493. * Starts the particle system and begins to emit
  17494. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17495. */
  17496. start(delay?: number): void;
  17497. /**
  17498. * Stops the particle system.
  17499. * @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.
  17500. */
  17501. stop(stopSubEmitters?: boolean): void;
  17502. /**
  17503. * Remove all active particles
  17504. */
  17505. reset(): void;
  17506. /**
  17507. * @hidden (for internal use only)
  17508. */
  17509. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17510. /**
  17511. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17512. * Its lifetime will start back at 0.
  17513. */
  17514. recycleParticle: (particle: Particle) => void;
  17515. private _stopSubEmitters;
  17516. private _createParticle;
  17517. private _removeFromRoot;
  17518. private _emitFromParticle;
  17519. private _update;
  17520. /** @hidden */
  17521. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17522. /** @hidden */
  17523. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17524. /** @hidden */
  17525. private _getEffect;
  17526. /**
  17527. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17528. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17529. */
  17530. animate(preWarmOnly?: boolean): void;
  17531. private _appendParticleVertices;
  17532. /**
  17533. * Rebuilds the particle system.
  17534. */
  17535. rebuild(): void;
  17536. /**
  17537. * Is this system ready to be used/rendered
  17538. * @return true if the system is ready
  17539. */
  17540. isReady(): boolean;
  17541. private _render;
  17542. /**
  17543. * Renders the particle system in its current state.
  17544. * @returns the current number of particles
  17545. */
  17546. render(): number;
  17547. /**
  17548. * Disposes the particle system and free the associated resources
  17549. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17550. */
  17551. dispose(disposeTexture?: boolean): void;
  17552. /**
  17553. * Clones the particle system.
  17554. * @param name The name of the cloned object
  17555. * @param newEmitter The new emitter to use
  17556. * @returns the cloned particle system
  17557. */
  17558. clone(name: string, newEmitter: any): ParticleSystem;
  17559. /**
  17560. * Serializes the particle system to a JSON object.
  17561. * @returns the JSON object
  17562. */
  17563. serialize(): any;
  17564. /** @hidden */
  17565. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17566. /** @hidden */
  17567. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17568. /**
  17569. * Parses a JSON object to create a particle system.
  17570. * @param parsedParticleSystem The JSON object to parse
  17571. * @param scene The scene to create the particle system in
  17572. * @param rootUrl The root url to use to load external dependencies like texture
  17573. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17574. * @returns the Parsed particle system
  17575. */
  17576. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17577. }
  17578. }
  17579. declare module "babylonjs/Particles/particle" {
  17580. import { Nullable } from "babylonjs/types";
  17581. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17582. import { Color4 } from "babylonjs/Maths/math.color";
  17583. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17584. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17585. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17586. /**
  17587. * A particle represents one of the element emitted by a particle system.
  17588. * This is mainly define by its coordinates, direction, velocity and age.
  17589. */
  17590. export class Particle {
  17591. /**
  17592. * The particle system the particle belongs to.
  17593. */
  17594. particleSystem: ParticleSystem;
  17595. private static _Count;
  17596. /**
  17597. * Unique ID of the particle
  17598. */
  17599. id: number;
  17600. /**
  17601. * The world position of the particle in the scene.
  17602. */
  17603. position: Vector3;
  17604. /**
  17605. * The world direction of the particle in the scene.
  17606. */
  17607. direction: Vector3;
  17608. /**
  17609. * The color of the particle.
  17610. */
  17611. color: Color4;
  17612. /**
  17613. * The color change of the particle per step.
  17614. */
  17615. colorStep: Color4;
  17616. /**
  17617. * Defines how long will the life of the particle be.
  17618. */
  17619. lifeTime: number;
  17620. /**
  17621. * The current age of the particle.
  17622. */
  17623. age: number;
  17624. /**
  17625. * The current size of the particle.
  17626. */
  17627. size: number;
  17628. /**
  17629. * The current scale of the particle.
  17630. */
  17631. scale: Vector2;
  17632. /**
  17633. * The current angle of the particle.
  17634. */
  17635. angle: number;
  17636. /**
  17637. * Defines how fast is the angle changing.
  17638. */
  17639. angularSpeed: number;
  17640. /**
  17641. * Defines the cell index used by the particle to be rendered from a sprite.
  17642. */
  17643. cellIndex: number;
  17644. /**
  17645. * The information required to support color remapping
  17646. */
  17647. remapData: Vector4;
  17648. /** @hidden */
  17649. _randomCellOffset?: number;
  17650. /** @hidden */
  17651. _initialDirection: Nullable<Vector3>;
  17652. /** @hidden */
  17653. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17654. /** @hidden */
  17655. _initialStartSpriteCellID: number;
  17656. /** @hidden */
  17657. _initialEndSpriteCellID: number;
  17658. /** @hidden */
  17659. _currentColorGradient: Nullable<ColorGradient>;
  17660. /** @hidden */
  17661. _currentColor1: Color4;
  17662. /** @hidden */
  17663. _currentColor2: Color4;
  17664. /** @hidden */
  17665. _currentSizeGradient: Nullable<FactorGradient>;
  17666. /** @hidden */
  17667. _currentSize1: number;
  17668. /** @hidden */
  17669. _currentSize2: number;
  17670. /** @hidden */
  17671. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17672. /** @hidden */
  17673. _currentAngularSpeed1: number;
  17674. /** @hidden */
  17675. _currentAngularSpeed2: number;
  17676. /** @hidden */
  17677. _currentVelocityGradient: Nullable<FactorGradient>;
  17678. /** @hidden */
  17679. _currentVelocity1: number;
  17680. /** @hidden */
  17681. _currentVelocity2: number;
  17682. /** @hidden */
  17683. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17684. /** @hidden */
  17685. _currentLimitVelocity1: number;
  17686. /** @hidden */
  17687. _currentLimitVelocity2: number;
  17688. /** @hidden */
  17689. _currentDragGradient: Nullable<FactorGradient>;
  17690. /** @hidden */
  17691. _currentDrag1: number;
  17692. /** @hidden */
  17693. _currentDrag2: number;
  17694. /** @hidden */
  17695. _randomNoiseCoordinates1: Vector3;
  17696. /** @hidden */
  17697. _randomNoiseCoordinates2: Vector3;
  17698. /**
  17699. * Creates a new instance Particle
  17700. * @param particleSystem the particle system the particle belongs to
  17701. */
  17702. constructor(
  17703. /**
  17704. * The particle system the particle belongs to.
  17705. */
  17706. particleSystem: ParticleSystem);
  17707. private updateCellInfoFromSystem;
  17708. /**
  17709. * Defines how the sprite cell index is updated for the particle
  17710. */
  17711. updateCellIndex(): void;
  17712. /** @hidden */
  17713. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17714. /** @hidden */
  17715. _inheritParticleInfoToSubEmitters(): void;
  17716. /** @hidden */
  17717. _reset(): void;
  17718. /**
  17719. * Copy the properties of particle to another one.
  17720. * @param other the particle to copy the information to.
  17721. */
  17722. copyTo(other: Particle): void;
  17723. }
  17724. }
  17725. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17726. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17727. import { Effect } from "babylonjs/Materials/effect";
  17728. import { Particle } from "babylonjs/Particles/particle";
  17729. /**
  17730. * Particle emitter represents a volume emitting particles.
  17731. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17732. */
  17733. export interface IParticleEmitterType {
  17734. /**
  17735. * Called by the particle System when the direction is computed for the created particle.
  17736. * @param worldMatrix is the world matrix of the particle system
  17737. * @param directionToUpdate is the direction vector to update with the result
  17738. * @param particle is the particle we are computed the direction for
  17739. */
  17740. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17741. /**
  17742. * Called by the particle System when the position is computed for the created particle.
  17743. * @param worldMatrix is the world matrix of the particle system
  17744. * @param positionToUpdate is the position vector to update with the result
  17745. * @param particle is the particle we are computed the position for
  17746. */
  17747. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17748. /**
  17749. * Clones the current emitter and returns a copy of it
  17750. * @returns the new emitter
  17751. */
  17752. clone(): IParticleEmitterType;
  17753. /**
  17754. * Called by the GPUParticleSystem to setup the update shader
  17755. * @param effect defines the update shader
  17756. */
  17757. applyToShader(effect: Effect): void;
  17758. /**
  17759. * Returns a string to use to update the GPU particles update shader
  17760. * @returns the effect defines string
  17761. */
  17762. getEffectDefines(): string;
  17763. /**
  17764. * Returns a string representing the class name
  17765. * @returns a string containing the class name
  17766. */
  17767. getClassName(): string;
  17768. /**
  17769. * Serializes the particle system to a JSON object.
  17770. * @returns the JSON object
  17771. */
  17772. serialize(): any;
  17773. /**
  17774. * Parse properties from a JSON object
  17775. * @param serializationObject defines the JSON object
  17776. */
  17777. parse(serializationObject: any): void;
  17778. }
  17779. }
  17780. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17781. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17782. import { Effect } from "babylonjs/Materials/effect";
  17783. import { Particle } from "babylonjs/Particles/particle";
  17784. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17785. /**
  17786. * Particle emitter emitting particles from the inside of a box.
  17787. * It emits the particles randomly between 2 given directions.
  17788. */
  17789. export class BoxParticleEmitter implements IParticleEmitterType {
  17790. /**
  17791. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17792. */
  17793. direction1: Vector3;
  17794. /**
  17795. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17796. */
  17797. direction2: Vector3;
  17798. /**
  17799. * 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.
  17800. */
  17801. minEmitBox: Vector3;
  17802. /**
  17803. * 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.
  17804. */
  17805. maxEmitBox: Vector3;
  17806. /**
  17807. * Creates a new instance BoxParticleEmitter
  17808. */
  17809. constructor();
  17810. /**
  17811. * Called by the particle System when the direction is computed for the created particle.
  17812. * @param worldMatrix is the world matrix of the particle system
  17813. * @param directionToUpdate is the direction vector to update with the result
  17814. * @param particle is the particle we are computed the direction for
  17815. */
  17816. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17817. /**
  17818. * Called by the particle System when the position is computed for the created particle.
  17819. * @param worldMatrix is the world matrix of the particle system
  17820. * @param positionToUpdate is the position vector to update with the result
  17821. * @param particle is the particle we are computed the position for
  17822. */
  17823. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17824. /**
  17825. * Clones the current emitter and returns a copy of it
  17826. * @returns the new emitter
  17827. */
  17828. clone(): BoxParticleEmitter;
  17829. /**
  17830. * Called by the GPUParticleSystem to setup the update shader
  17831. * @param effect defines the update shader
  17832. */
  17833. applyToShader(effect: Effect): void;
  17834. /**
  17835. * Returns a string to use to update the GPU particles update shader
  17836. * @returns a string containng the defines string
  17837. */
  17838. getEffectDefines(): string;
  17839. /**
  17840. * Returns the string "BoxParticleEmitter"
  17841. * @returns a string containing the class name
  17842. */
  17843. getClassName(): string;
  17844. /**
  17845. * Serializes the particle system to a JSON object.
  17846. * @returns the JSON object
  17847. */
  17848. serialize(): any;
  17849. /**
  17850. * Parse properties from a JSON object
  17851. * @param serializationObject defines the JSON object
  17852. */
  17853. parse(serializationObject: any): void;
  17854. }
  17855. }
  17856. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17857. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17858. import { Effect } from "babylonjs/Materials/effect";
  17859. import { Particle } from "babylonjs/Particles/particle";
  17860. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17861. /**
  17862. * Particle emitter emitting particles from the inside of a cone.
  17863. * It emits the particles alongside the cone volume from the base to the particle.
  17864. * The emission direction might be randomized.
  17865. */
  17866. export class ConeParticleEmitter implements IParticleEmitterType {
  17867. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17868. directionRandomizer: number;
  17869. private _radius;
  17870. private _angle;
  17871. private _height;
  17872. /**
  17873. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17874. */
  17875. radiusRange: number;
  17876. /**
  17877. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17878. */
  17879. heightRange: number;
  17880. /**
  17881. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17882. */
  17883. emitFromSpawnPointOnly: boolean;
  17884. /**
  17885. * Gets or sets the radius of the emission cone
  17886. */
  17887. radius: number;
  17888. /**
  17889. * Gets or sets the angle of the emission cone
  17890. */
  17891. angle: number;
  17892. private _buildHeight;
  17893. /**
  17894. * Creates a new instance ConeParticleEmitter
  17895. * @param radius the radius of the emission cone (1 by default)
  17896. * @param angle the cone base angle (PI by default)
  17897. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17898. */
  17899. constructor(radius?: number, angle?: number,
  17900. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17901. directionRandomizer?: number);
  17902. /**
  17903. * Called by the particle System when the direction is computed for the created particle.
  17904. * @param worldMatrix is the world matrix of the particle system
  17905. * @param directionToUpdate is the direction vector to update with the result
  17906. * @param particle is the particle we are computed the direction for
  17907. */
  17908. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17909. /**
  17910. * Called by the particle System when the position is computed for the created particle.
  17911. * @param worldMatrix is the world matrix of the particle system
  17912. * @param positionToUpdate is the position vector to update with the result
  17913. * @param particle is the particle we are computed the position for
  17914. */
  17915. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17916. /**
  17917. * Clones the current emitter and returns a copy of it
  17918. * @returns the new emitter
  17919. */
  17920. clone(): ConeParticleEmitter;
  17921. /**
  17922. * Called by the GPUParticleSystem to setup the update shader
  17923. * @param effect defines the update shader
  17924. */
  17925. applyToShader(effect: Effect): void;
  17926. /**
  17927. * Returns a string to use to update the GPU particles update shader
  17928. * @returns a string containng the defines string
  17929. */
  17930. getEffectDefines(): string;
  17931. /**
  17932. * Returns the string "ConeParticleEmitter"
  17933. * @returns a string containing the class name
  17934. */
  17935. getClassName(): string;
  17936. /**
  17937. * Serializes the particle system to a JSON object.
  17938. * @returns the JSON object
  17939. */
  17940. serialize(): any;
  17941. /**
  17942. * Parse properties from a JSON object
  17943. * @param serializationObject defines the JSON object
  17944. */
  17945. parse(serializationObject: any): void;
  17946. }
  17947. }
  17948. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17949. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17950. import { Effect } from "babylonjs/Materials/effect";
  17951. import { Particle } from "babylonjs/Particles/particle";
  17952. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17953. /**
  17954. * Particle emitter emitting particles from the inside of a cylinder.
  17955. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17956. */
  17957. export class CylinderParticleEmitter implements IParticleEmitterType {
  17958. /**
  17959. * The radius of the emission cylinder.
  17960. */
  17961. radius: number;
  17962. /**
  17963. * The height of the emission cylinder.
  17964. */
  17965. height: number;
  17966. /**
  17967. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17968. */
  17969. radiusRange: number;
  17970. /**
  17971. * How much to randomize the particle direction [0-1].
  17972. */
  17973. directionRandomizer: number;
  17974. /**
  17975. * Creates a new instance CylinderParticleEmitter
  17976. * @param radius the radius of the emission cylinder (1 by default)
  17977. * @param height the height of the emission cylinder (1 by default)
  17978. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17979. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17980. */
  17981. constructor(
  17982. /**
  17983. * The radius of the emission cylinder.
  17984. */
  17985. radius?: number,
  17986. /**
  17987. * The height of the emission cylinder.
  17988. */
  17989. height?: number,
  17990. /**
  17991. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17992. */
  17993. radiusRange?: number,
  17994. /**
  17995. * How much to randomize the particle direction [0-1].
  17996. */
  17997. directionRandomizer?: number);
  17998. /**
  17999. * Called by the particle System when the direction is computed for the created particle.
  18000. * @param worldMatrix is the world matrix of the particle system
  18001. * @param directionToUpdate is the direction vector to update with the result
  18002. * @param particle is the particle we are computed the direction for
  18003. */
  18004. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18005. /**
  18006. * Called by the particle System when the position is computed for the created particle.
  18007. * @param worldMatrix is the world matrix of the particle system
  18008. * @param positionToUpdate is the position vector to update with the result
  18009. * @param particle is the particle we are computed the position for
  18010. */
  18011. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18012. /**
  18013. * Clones the current emitter and returns a copy of it
  18014. * @returns the new emitter
  18015. */
  18016. clone(): CylinderParticleEmitter;
  18017. /**
  18018. * Called by the GPUParticleSystem to setup the update shader
  18019. * @param effect defines the update shader
  18020. */
  18021. applyToShader(effect: Effect): void;
  18022. /**
  18023. * Returns a string to use to update the GPU particles update shader
  18024. * @returns a string containng the defines string
  18025. */
  18026. getEffectDefines(): string;
  18027. /**
  18028. * Returns the string "CylinderParticleEmitter"
  18029. * @returns a string containing the class name
  18030. */
  18031. getClassName(): string;
  18032. /**
  18033. * Serializes the particle system to a JSON object.
  18034. * @returns the JSON object
  18035. */
  18036. serialize(): any;
  18037. /**
  18038. * Parse properties from a JSON object
  18039. * @param serializationObject defines the JSON object
  18040. */
  18041. parse(serializationObject: any): void;
  18042. }
  18043. /**
  18044. * Particle emitter emitting particles from the inside of a cylinder.
  18045. * It emits the particles randomly between two vectors.
  18046. */
  18047. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18048. /**
  18049. * The min limit of the emission direction.
  18050. */
  18051. direction1: Vector3;
  18052. /**
  18053. * The max limit of the emission direction.
  18054. */
  18055. direction2: Vector3;
  18056. /**
  18057. * Creates a new instance CylinderDirectedParticleEmitter
  18058. * @param radius the radius of the emission cylinder (1 by default)
  18059. * @param height the height of the emission cylinder (1 by default)
  18060. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18061. * @param direction1 the min limit of the emission direction (up vector by default)
  18062. * @param direction2 the max limit of the emission direction (up vector by default)
  18063. */
  18064. constructor(radius?: number, height?: number, radiusRange?: number,
  18065. /**
  18066. * The min limit of the emission direction.
  18067. */
  18068. direction1?: Vector3,
  18069. /**
  18070. * The max limit of the emission direction.
  18071. */
  18072. direction2?: Vector3);
  18073. /**
  18074. * Called by the particle System when the direction is computed for the created particle.
  18075. * @param worldMatrix is the world matrix of the particle system
  18076. * @param directionToUpdate is the direction vector to update with the result
  18077. * @param particle is the particle we are computed the direction for
  18078. */
  18079. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18080. /**
  18081. * Clones the current emitter and returns a copy of it
  18082. * @returns the new emitter
  18083. */
  18084. clone(): CylinderDirectedParticleEmitter;
  18085. /**
  18086. * Called by the GPUParticleSystem to setup the update shader
  18087. * @param effect defines the update shader
  18088. */
  18089. applyToShader(effect: Effect): void;
  18090. /**
  18091. * Returns a string to use to update the GPU particles update shader
  18092. * @returns a string containng the defines string
  18093. */
  18094. getEffectDefines(): string;
  18095. /**
  18096. * Returns the string "CylinderDirectedParticleEmitter"
  18097. * @returns a string containing the class name
  18098. */
  18099. getClassName(): string;
  18100. /**
  18101. * Serializes the particle system to a JSON object.
  18102. * @returns the JSON object
  18103. */
  18104. serialize(): any;
  18105. /**
  18106. * Parse properties from a JSON object
  18107. * @param serializationObject defines the JSON object
  18108. */
  18109. parse(serializationObject: any): void;
  18110. }
  18111. }
  18112. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18113. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18114. import { Effect } from "babylonjs/Materials/effect";
  18115. import { Particle } from "babylonjs/Particles/particle";
  18116. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18117. /**
  18118. * Particle emitter emitting particles from the inside of a hemisphere.
  18119. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18120. */
  18121. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18122. /**
  18123. * The radius of the emission hemisphere.
  18124. */
  18125. radius: number;
  18126. /**
  18127. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18128. */
  18129. radiusRange: number;
  18130. /**
  18131. * How much to randomize the particle direction [0-1].
  18132. */
  18133. directionRandomizer: number;
  18134. /**
  18135. * Creates a new instance HemisphericParticleEmitter
  18136. * @param radius the radius of the emission hemisphere (1 by default)
  18137. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18138. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18139. */
  18140. constructor(
  18141. /**
  18142. * The radius of the emission hemisphere.
  18143. */
  18144. radius?: number,
  18145. /**
  18146. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18147. */
  18148. radiusRange?: number,
  18149. /**
  18150. * How much to randomize the particle direction [0-1].
  18151. */
  18152. directionRandomizer?: number);
  18153. /**
  18154. * Called by the particle System when the direction is computed for the created particle.
  18155. * @param worldMatrix is the world matrix of the particle system
  18156. * @param directionToUpdate is the direction vector to update with the result
  18157. * @param particle is the particle we are computed the direction for
  18158. */
  18159. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18160. /**
  18161. * Called by the particle System when the position is computed for the created particle.
  18162. * @param worldMatrix is the world matrix of the particle system
  18163. * @param positionToUpdate is the position vector to update with the result
  18164. * @param particle is the particle we are computed the position for
  18165. */
  18166. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18167. /**
  18168. * Clones the current emitter and returns a copy of it
  18169. * @returns the new emitter
  18170. */
  18171. clone(): HemisphericParticleEmitter;
  18172. /**
  18173. * Called by the GPUParticleSystem to setup the update shader
  18174. * @param effect defines the update shader
  18175. */
  18176. applyToShader(effect: Effect): void;
  18177. /**
  18178. * Returns a string to use to update the GPU particles update shader
  18179. * @returns a string containng the defines string
  18180. */
  18181. getEffectDefines(): string;
  18182. /**
  18183. * Returns the string "HemisphericParticleEmitter"
  18184. * @returns a string containing the class name
  18185. */
  18186. getClassName(): string;
  18187. /**
  18188. * Serializes the particle system to a JSON object.
  18189. * @returns the JSON object
  18190. */
  18191. serialize(): any;
  18192. /**
  18193. * Parse properties from a JSON object
  18194. * @param serializationObject defines the JSON object
  18195. */
  18196. parse(serializationObject: any): void;
  18197. }
  18198. }
  18199. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18200. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18201. import { Effect } from "babylonjs/Materials/effect";
  18202. import { Particle } from "babylonjs/Particles/particle";
  18203. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18204. /**
  18205. * Particle emitter emitting particles from a point.
  18206. * It emits the particles randomly between 2 given directions.
  18207. */
  18208. export class PointParticleEmitter implements IParticleEmitterType {
  18209. /**
  18210. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18211. */
  18212. direction1: Vector3;
  18213. /**
  18214. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18215. */
  18216. direction2: Vector3;
  18217. /**
  18218. * Creates a new instance PointParticleEmitter
  18219. */
  18220. constructor();
  18221. /**
  18222. * Called by the particle System when the direction is computed for the created particle.
  18223. * @param worldMatrix is the world matrix of the particle system
  18224. * @param directionToUpdate is the direction vector to update with the result
  18225. * @param particle is the particle we are computed the direction for
  18226. */
  18227. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18228. /**
  18229. * Called by the particle System when the position is computed for the created particle.
  18230. * @param worldMatrix is the world matrix of the particle system
  18231. * @param positionToUpdate is the position vector to update with the result
  18232. * @param particle is the particle we are computed the position for
  18233. */
  18234. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18235. /**
  18236. * Clones the current emitter and returns a copy of it
  18237. * @returns the new emitter
  18238. */
  18239. clone(): PointParticleEmitter;
  18240. /**
  18241. * Called by the GPUParticleSystem to setup the update shader
  18242. * @param effect defines the update shader
  18243. */
  18244. applyToShader(effect: Effect): void;
  18245. /**
  18246. * Returns a string to use to update the GPU particles update shader
  18247. * @returns a string containng the defines string
  18248. */
  18249. getEffectDefines(): string;
  18250. /**
  18251. * Returns the string "PointParticleEmitter"
  18252. * @returns a string containing the class name
  18253. */
  18254. getClassName(): string;
  18255. /**
  18256. * Serializes the particle system to a JSON object.
  18257. * @returns the JSON object
  18258. */
  18259. serialize(): any;
  18260. /**
  18261. * Parse properties from a JSON object
  18262. * @param serializationObject defines the JSON object
  18263. */
  18264. parse(serializationObject: any): void;
  18265. }
  18266. }
  18267. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18268. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18269. import { Effect } from "babylonjs/Materials/effect";
  18270. import { Particle } from "babylonjs/Particles/particle";
  18271. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18272. /**
  18273. * Particle emitter emitting particles from the inside of a sphere.
  18274. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18275. */
  18276. export class SphereParticleEmitter implements IParticleEmitterType {
  18277. /**
  18278. * The radius of the emission sphere.
  18279. */
  18280. radius: number;
  18281. /**
  18282. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18283. */
  18284. radiusRange: number;
  18285. /**
  18286. * How much to randomize the particle direction [0-1].
  18287. */
  18288. directionRandomizer: number;
  18289. /**
  18290. * Creates a new instance SphereParticleEmitter
  18291. * @param radius the radius of the emission sphere (1 by default)
  18292. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18293. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18294. */
  18295. constructor(
  18296. /**
  18297. * The radius of the emission sphere.
  18298. */
  18299. radius?: number,
  18300. /**
  18301. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18302. */
  18303. radiusRange?: number,
  18304. /**
  18305. * How much to randomize the particle direction [0-1].
  18306. */
  18307. directionRandomizer?: number);
  18308. /**
  18309. * Called by the particle System when the direction is computed for the created particle.
  18310. * @param worldMatrix is the world matrix of the particle system
  18311. * @param directionToUpdate is the direction vector to update with the result
  18312. * @param particle is the particle we are computed the direction for
  18313. */
  18314. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18315. /**
  18316. * Called by the particle System when the position is computed for the created particle.
  18317. * @param worldMatrix is the world matrix of the particle system
  18318. * @param positionToUpdate is the position vector to update with the result
  18319. * @param particle is the particle we are computed the position for
  18320. */
  18321. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18322. /**
  18323. * Clones the current emitter and returns a copy of it
  18324. * @returns the new emitter
  18325. */
  18326. clone(): SphereParticleEmitter;
  18327. /**
  18328. * Called by the GPUParticleSystem to setup the update shader
  18329. * @param effect defines the update shader
  18330. */
  18331. applyToShader(effect: Effect): void;
  18332. /**
  18333. * Returns a string to use to update the GPU particles update shader
  18334. * @returns a string containng the defines string
  18335. */
  18336. getEffectDefines(): string;
  18337. /**
  18338. * Returns the string "SphereParticleEmitter"
  18339. * @returns a string containing the class name
  18340. */
  18341. getClassName(): string;
  18342. /**
  18343. * Serializes the particle system to a JSON object.
  18344. * @returns the JSON object
  18345. */
  18346. serialize(): any;
  18347. /**
  18348. * Parse properties from a JSON object
  18349. * @param serializationObject defines the JSON object
  18350. */
  18351. parse(serializationObject: any): void;
  18352. }
  18353. /**
  18354. * Particle emitter emitting particles from the inside of a sphere.
  18355. * It emits the particles randomly between two vectors.
  18356. */
  18357. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18358. /**
  18359. * The min limit of the emission direction.
  18360. */
  18361. direction1: Vector3;
  18362. /**
  18363. * The max limit of the emission direction.
  18364. */
  18365. direction2: Vector3;
  18366. /**
  18367. * Creates a new instance SphereDirectedParticleEmitter
  18368. * @param radius the radius of the emission sphere (1 by default)
  18369. * @param direction1 the min limit of the emission direction (up vector by default)
  18370. * @param direction2 the max limit of the emission direction (up vector by default)
  18371. */
  18372. constructor(radius?: number,
  18373. /**
  18374. * The min limit of the emission direction.
  18375. */
  18376. direction1?: Vector3,
  18377. /**
  18378. * The max limit of the emission direction.
  18379. */
  18380. direction2?: Vector3);
  18381. /**
  18382. * Called by the particle System when the direction is computed for the created particle.
  18383. * @param worldMatrix is the world matrix of the particle system
  18384. * @param directionToUpdate is the direction vector to update with the result
  18385. * @param particle is the particle we are computed the direction for
  18386. */
  18387. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18388. /**
  18389. * Clones the current emitter and returns a copy of it
  18390. * @returns the new emitter
  18391. */
  18392. clone(): SphereDirectedParticleEmitter;
  18393. /**
  18394. * Called by the GPUParticleSystem to setup the update shader
  18395. * @param effect defines the update shader
  18396. */
  18397. applyToShader(effect: Effect): void;
  18398. /**
  18399. * Returns a string to use to update the GPU particles update shader
  18400. * @returns a string containng the defines string
  18401. */
  18402. getEffectDefines(): string;
  18403. /**
  18404. * Returns the string "SphereDirectedParticleEmitter"
  18405. * @returns a string containing the class name
  18406. */
  18407. getClassName(): string;
  18408. /**
  18409. * Serializes the particle system to a JSON object.
  18410. * @returns the JSON object
  18411. */
  18412. serialize(): any;
  18413. /**
  18414. * Parse properties from a JSON object
  18415. * @param serializationObject defines the JSON object
  18416. */
  18417. parse(serializationObject: any): void;
  18418. }
  18419. }
  18420. declare module "babylonjs/Particles/EmitterTypes/index" {
  18421. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18422. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18423. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18424. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18425. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18426. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18427. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18428. }
  18429. declare module "babylonjs/Particles/IParticleSystem" {
  18430. import { Nullable } from "babylonjs/types";
  18431. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18432. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18433. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18434. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18435. import { Texture } from "babylonjs/Materials/Textures/texture";
  18436. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18437. import { Scene } from "babylonjs/scene";
  18438. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18439. import { Animation } from "babylonjs/Animations/animation";
  18440. /**
  18441. * Interface representing a particle system in Babylon.js.
  18442. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18443. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18444. */
  18445. export interface IParticleSystem {
  18446. /**
  18447. * List of animations used by the particle system.
  18448. */
  18449. animations: Animation[];
  18450. /**
  18451. * The id of the Particle system.
  18452. */
  18453. id: string;
  18454. /**
  18455. * The name of the Particle system.
  18456. */
  18457. name: string;
  18458. /**
  18459. * The emitter represents the Mesh or position we are attaching the particle system to.
  18460. */
  18461. emitter: Nullable<AbstractMesh | Vector3>;
  18462. /**
  18463. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18464. */
  18465. isBillboardBased: boolean;
  18466. /**
  18467. * The rendering group used by the Particle system to chose when to render.
  18468. */
  18469. renderingGroupId: number;
  18470. /**
  18471. * The layer mask we are rendering the particles through.
  18472. */
  18473. layerMask: number;
  18474. /**
  18475. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18476. */
  18477. updateSpeed: number;
  18478. /**
  18479. * The amount of time the particle system is running (depends of the overall update speed).
  18480. */
  18481. targetStopDuration: number;
  18482. /**
  18483. * The texture used to render each particle. (this can be a spritesheet)
  18484. */
  18485. particleTexture: Nullable<Texture>;
  18486. /**
  18487. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18488. */
  18489. blendMode: number;
  18490. /**
  18491. * Minimum life time of emitting particles.
  18492. */
  18493. minLifeTime: number;
  18494. /**
  18495. * Maximum life time of emitting particles.
  18496. */
  18497. maxLifeTime: number;
  18498. /**
  18499. * Minimum Size of emitting particles.
  18500. */
  18501. minSize: number;
  18502. /**
  18503. * Maximum Size of emitting particles.
  18504. */
  18505. maxSize: number;
  18506. /**
  18507. * Minimum scale of emitting particles on X axis.
  18508. */
  18509. minScaleX: number;
  18510. /**
  18511. * Maximum scale of emitting particles on X axis.
  18512. */
  18513. maxScaleX: number;
  18514. /**
  18515. * Minimum scale of emitting particles on Y axis.
  18516. */
  18517. minScaleY: number;
  18518. /**
  18519. * Maximum scale of emitting particles on Y axis.
  18520. */
  18521. maxScaleY: number;
  18522. /**
  18523. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18524. */
  18525. color1: Color4;
  18526. /**
  18527. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18528. */
  18529. color2: Color4;
  18530. /**
  18531. * Color the particle will have at the end of its lifetime.
  18532. */
  18533. colorDead: Color4;
  18534. /**
  18535. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18536. */
  18537. emitRate: number;
  18538. /**
  18539. * You can use gravity if you want to give an orientation to your particles.
  18540. */
  18541. gravity: Vector3;
  18542. /**
  18543. * Minimum power of emitting particles.
  18544. */
  18545. minEmitPower: number;
  18546. /**
  18547. * Maximum power of emitting particles.
  18548. */
  18549. maxEmitPower: number;
  18550. /**
  18551. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18552. */
  18553. minAngularSpeed: number;
  18554. /**
  18555. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18556. */
  18557. maxAngularSpeed: number;
  18558. /**
  18559. * Gets or sets the minimal initial rotation in radians.
  18560. */
  18561. minInitialRotation: number;
  18562. /**
  18563. * Gets or sets the maximal initial rotation in radians.
  18564. */
  18565. maxInitialRotation: number;
  18566. /**
  18567. * The particle emitter type defines the emitter used by the particle system.
  18568. * It can be for example box, sphere, or cone...
  18569. */
  18570. particleEmitterType: Nullable<IParticleEmitterType>;
  18571. /**
  18572. * Defines the delay in milliseconds before starting the system (0 by default)
  18573. */
  18574. startDelay: number;
  18575. /**
  18576. * 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
  18577. */
  18578. preWarmCycles: number;
  18579. /**
  18580. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18581. */
  18582. preWarmStepOffset: number;
  18583. /**
  18584. * 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)
  18585. */
  18586. spriteCellChangeSpeed: number;
  18587. /**
  18588. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18589. */
  18590. startSpriteCellID: number;
  18591. /**
  18592. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18593. */
  18594. endSpriteCellID: number;
  18595. /**
  18596. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18597. */
  18598. spriteCellWidth: number;
  18599. /**
  18600. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18601. */
  18602. spriteCellHeight: number;
  18603. /**
  18604. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18605. */
  18606. spriteRandomStartCell: boolean;
  18607. /**
  18608. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18609. */
  18610. isAnimationSheetEnabled: boolean;
  18611. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18612. translationPivot: Vector2;
  18613. /**
  18614. * Gets or sets a texture used to add random noise to particle positions
  18615. */
  18616. noiseTexture: Nullable<BaseTexture>;
  18617. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18618. noiseStrength: Vector3;
  18619. /**
  18620. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18621. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18622. */
  18623. billboardMode: number;
  18624. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18625. limitVelocityDamping: number;
  18626. /**
  18627. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18628. */
  18629. beginAnimationOnStart: boolean;
  18630. /**
  18631. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18632. */
  18633. beginAnimationFrom: number;
  18634. /**
  18635. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18636. */
  18637. beginAnimationTo: number;
  18638. /**
  18639. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18640. */
  18641. beginAnimationLoop: boolean;
  18642. /**
  18643. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18644. */
  18645. disposeOnStop: boolean;
  18646. /**
  18647. * Gets the maximum number of particles active at the same time.
  18648. * @returns The max number of active particles.
  18649. */
  18650. getCapacity(): number;
  18651. /**
  18652. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18653. * @returns True if it has been started, otherwise false.
  18654. */
  18655. isStarted(): boolean;
  18656. /**
  18657. * Animates the particle system for this frame.
  18658. */
  18659. animate(): void;
  18660. /**
  18661. * Renders the particle system in its current state.
  18662. * @returns the current number of particles
  18663. */
  18664. render(): number;
  18665. /**
  18666. * Dispose the particle system and frees its associated resources.
  18667. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18668. */
  18669. dispose(disposeTexture?: boolean): void;
  18670. /**
  18671. * Clones the particle system.
  18672. * @param name The name of the cloned object
  18673. * @param newEmitter The new emitter to use
  18674. * @returns the cloned particle system
  18675. */
  18676. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18677. /**
  18678. * Serializes the particle system to a JSON object.
  18679. * @returns the JSON object
  18680. */
  18681. serialize(): any;
  18682. /**
  18683. * Rebuild the particle system
  18684. */
  18685. rebuild(): void;
  18686. /**
  18687. * Starts the particle system and begins to emit
  18688. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18689. */
  18690. start(delay?: number): void;
  18691. /**
  18692. * Stops the particle system.
  18693. */
  18694. stop(): void;
  18695. /**
  18696. * Remove all active particles
  18697. */
  18698. reset(): void;
  18699. /**
  18700. * Is this system ready to be used/rendered
  18701. * @return true if the system is ready
  18702. */
  18703. isReady(): boolean;
  18704. /**
  18705. * Adds a new color gradient
  18706. * @param gradient defines the gradient to use (between 0 and 1)
  18707. * @param color1 defines the color to affect to the specified gradient
  18708. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18709. * @returns the current particle system
  18710. */
  18711. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18712. /**
  18713. * Remove a specific color gradient
  18714. * @param gradient defines the gradient to remove
  18715. * @returns the current particle system
  18716. */
  18717. removeColorGradient(gradient: number): IParticleSystem;
  18718. /**
  18719. * Adds a new size gradient
  18720. * @param gradient defines the gradient to use (between 0 and 1)
  18721. * @param factor defines the size factor to affect to the specified gradient
  18722. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18723. * @returns the current particle system
  18724. */
  18725. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18726. /**
  18727. * Remove a specific size gradient
  18728. * @param gradient defines the gradient to remove
  18729. * @returns the current particle system
  18730. */
  18731. removeSizeGradient(gradient: number): IParticleSystem;
  18732. /**
  18733. * Gets the current list of color gradients.
  18734. * You must use addColorGradient and removeColorGradient to udpate this list
  18735. * @returns the list of color gradients
  18736. */
  18737. getColorGradients(): Nullable<Array<ColorGradient>>;
  18738. /**
  18739. * Gets the current list of size gradients.
  18740. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18741. * @returns the list of size gradients
  18742. */
  18743. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18744. /**
  18745. * Gets the current list of angular speed gradients.
  18746. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18747. * @returns the list of angular speed gradients
  18748. */
  18749. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18750. /**
  18751. * Adds a new angular speed gradient
  18752. * @param gradient defines the gradient to use (between 0 and 1)
  18753. * @param factor defines the angular speed to affect to the specified gradient
  18754. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18755. * @returns the current particle system
  18756. */
  18757. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18758. /**
  18759. * Remove a specific angular speed gradient
  18760. * @param gradient defines the gradient to remove
  18761. * @returns the current particle system
  18762. */
  18763. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18764. /**
  18765. * Gets the current list of velocity gradients.
  18766. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18767. * @returns the list of velocity gradients
  18768. */
  18769. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18770. /**
  18771. * Adds a new velocity gradient
  18772. * @param gradient defines the gradient to use (between 0 and 1)
  18773. * @param factor defines the velocity to affect to the specified gradient
  18774. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18775. * @returns the current particle system
  18776. */
  18777. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18778. /**
  18779. * Remove a specific velocity gradient
  18780. * @param gradient defines the gradient to remove
  18781. * @returns the current particle system
  18782. */
  18783. removeVelocityGradient(gradient: number): IParticleSystem;
  18784. /**
  18785. * Gets the current list of limit velocity gradients.
  18786. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18787. * @returns the list of limit velocity gradients
  18788. */
  18789. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18790. /**
  18791. * Adds a new limit velocity gradient
  18792. * @param gradient defines the gradient to use (between 0 and 1)
  18793. * @param factor defines the limit velocity to affect to the specified gradient
  18794. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18795. * @returns the current particle system
  18796. */
  18797. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18798. /**
  18799. * Remove a specific limit velocity gradient
  18800. * @param gradient defines the gradient to remove
  18801. * @returns the current particle system
  18802. */
  18803. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18804. /**
  18805. * Adds a new drag gradient
  18806. * @param gradient defines the gradient to use (between 0 and 1)
  18807. * @param factor defines the drag to affect to the specified gradient
  18808. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18809. * @returns the current particle system
  18810. */
  18811. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18812. /**
  18813. * Remove a specific drag gradient
  18814. * @param gradient defines the gradient to remove
  18815. * @returns the current particle system
  18816. */
  18817. removeDragGradient(gradient: number): IParticleSystem;
  18818. /**
  18819. * Gets the current list of drag gradients.
  18820. * You must use addDragGradient and removeDragGradient to udpate this list
  18821. * @returns the list of drag gradients
  18822. */
  18823. getDragGradients(): Nullable<Array<FactorGradient>>;
  18824. /**
  18825. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18826. * @param gradient defines the gradient to use (between 0 and 1)
  18827. * @param factor defines the emit rate to affect to the specified gradient
  18828. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18829. * @returns the current particle system
  18830. */
  18831. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18832. /**
  18833. * Remove a specific emit rate gradient
  18834. * @param gradient defines the gradient to remove
  18835. * @returns the current particle system
  18836. */
  18837. removeEmitRateGradient(gradient: number): IParticleSystem;
  18838. /**
  18839. * Gets the current list of emit rate gradients.
  18840. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18841. * @returns the list of emit rate gradients
  18842. */
  18843. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18844. /**
  18845. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18846. * @param gradient defines the gradient to use (between 0 and 1)
  18847. * @param factor defines the start size to affect to the specified gradient
  18848. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18849. * @returns the current particle system
  18850. */
  18851. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18852. /**
  18853. * Remove a specific start size gradient
  18854. * @param gradient defines the gradient to remove
  18855. * @returns the current particle system
  18856. */
  18857. removeStartSizeGradient(gradient: number): IParticleSystem;
  18858. /**
  18859. * Gets the current list of start size gradients.
  18860. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18861. * @returns the list of start size gradients
  18862. */
  18863. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18864. /**
  18865. * Adds a new life time gradient
  18866. * @param gradient defines the gradient to use (between 0 and 1)
  18867. * @param factor defines the life time factor to affect to the specified gradient
  18868. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18869. * @returns the current particle system
  18870. */
  18871. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18872. /**
  18873. * Remove a specific life time gradient
  18874. * @param gradient defines the gradient to remove
  18875. * @returns the current particle system
  18876. */
  18877. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18878. /**
  18879. * Gets the current list of life time gradients.
  18880. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18881. * @returns the list of life time gradients
  18882. */
  18883. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18884. /**
  18885. * Gets the current list of color gradients.
  18886. * You must use addColorGradient and removeColorGradient to udpate this list
  18887. * @returns the list of color gradients
  18888. */
  18889. getColorGradients(): Nullable<Array<ColorGradient>>;
  18890. /**
  18891. * Adds a new ramp gradient used to remap particle colors
  18892. * @param gradient defines the gradient to use (between 0 and 1)
  18893. * @param color defines the color to affect to the specified gradient
  18894. * @returns the current particle system
  18895. */
  18896. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18897. /**
  18898. * Gets the current list of ramp gradients.
  18899. * You must use addRampGradient and removeRampGradient to udpate this list
  18900. * @returns the list of ramp gradients
  18901. */
  18902. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18903. /** Gets or sets a boolean indicating that ramp gradients must be used
  18904. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18905. */
  18906. useRampGradients: boolean;
  18907. /**
  18908. * Adds a new color remap gradient
  18909. * @param gradient defines the gradient to use (between 0 and 1)
  18910. * @param min defines the color remap minimal range
  18911. * @param max defines the color remap maximal range
  18912. * @returns the current particle system
  18913. */
  18914. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18915. /**
  18916. * Gets the current list of color remap gradients.
  18917. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18918. * @returns the list of color remap gradients
  18919. */
  18920. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18921. /**
  18922. * Adds a new alpha remap gradient
  18923. * @param gradient defines the gradient to use (between 0 and 1)
  18924. * @param min defines the alpha remap minimal range
  18925. * @param max defines the alpha remap maximal range
  18926. * @returns the current particle system
  18927. */
  18928. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18929. /**
  18930. * Gets the current list of alpha remap gradients.
  18931. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18932. * @returns the list of alpha remap gradients
  18933. */
  18934. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18935. /**
  18936. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18937. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18938. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18939. * @returns the emitter
  18940. */
  18941. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18942. /**
  18943. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18944. * @param radius The radius of the hemisphere to emit from
  18945. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18946. * @returns the emitter
  18947. */
  18948. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18949. /**
  18950. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18951. * @param radius The radius of the sphere to emit from
  18952. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18953. * @returns the emitter
  18954. */
  18955. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18956. /**
  18957. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18958. * @param radius The radius of the sphere to emit from
  18959. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18960. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18961. * @returns the emitter
  18962. */
  18963. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18964. /**
  18965. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18966. * @param radius The radius of the emission cylinder
  18967. * @param height The height of the emission cylinder
  18968. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18969. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18970. * @returns the emitter
  18971. */
  18972. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18973. /**
  18974. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18975. * @param radius The radius of the cylinder to emit from
  18976. * @param height The height of the emission cylinder
  18977. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18978. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18979. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18980. * @returns the emitter
  18981. */
  18982. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18983. /**
  18984. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18985. * @param radius The radius of the cone to emit from
  18986. * @param angle The base angle of the cone
  18987. * @returns the emitter
  18988. */
  18989. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18990. /**
  18991. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18992. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18993. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18994. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18995. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18996. * @returns the emitter
  18997. */
  18998. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18999. /**
  19000. * Get hosting scene
  19001. * @returns the scene
  19002. */
  19003. getScene(): Scene;
  19004. }
  19005. }
  19006. declare module "babylonjs/Meshes/instancedMesh" {
  19007. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19008. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19009. import { Camera } from "babylonjs/Cameras/camera";
  19010. import { Node } from "babylonjs/node";
  19011. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19012. import { Mesh } from "babylonjs/Meshes/mesh";
  19013. import { Material } from "babylonjs/Materials/material";
  19014. import { Skeleton } from "babylonjs/Bones/skeleton";
  19015. import { Light } from "babylonjs/Lights/light";
  19016. /**
  19017. * Creates an instance based on a source mesh.
  19018. */
  19019. export class InstancedMesh extends AbstractMesh {
  19020. private _sourceMesh;
  19021. private _currentLOD;
  19022. /** @hidden */
  19023. _indexInSourceMeshInstanceArray: number;
  19024. constructor(name: string, source: Mesh);
  19025. /**
  19026. * Returns the string "InstancedMesh".
  19027. */
  19028. getClassName(): string;
  19029. /** Gets the list of lights affecting that mesh */
  19030. readonly lightSources: Light[];
  19031. _resyncLightSources(): void;
  19032. _resyncLighSource(light: Light): void;
  19033. _removeLightSource(light: Light): void;
  19034. /**
  19035. * If the source mesh receives shadows
  19036. */
  19037. readonly receiveShadows: boolean;
  19038. /**
  19039. * The material of the source mesh
  19040. */
  19041. readonly material: Nullable<Material>;
  19042. /**
  19043. * Visibility of the source mesh
  19044. */
  19045. readonly visibility: number;
  19046. /**
  19047. * Skeleton of the source mesh
  19048. */
  19049. readonly skeleton: Nullable<Skeleton>;
  19050. /**
  19051. * Rendering ground id of the source mesh
  19052. */
  19053. renderingGroupId: number;
  19054. /**
  19055. * Returns the total number of vertices (integer).
  19056. */
  19057. getTotalVertices(): number;
  19058. /**
  19059. * Returns a positive integer : the total number of indices in this mesh geometry.
  19060. * @returns the numner of indices or zero if the mesh has no geometry.
  19061. */
  19062. getTotalIndices(): number;
  19063. /**
  19064. * The source mesh of the instance
  19065. */
  19066. readonly sourceMesh: Mesh;
  19067. /**
  19068. * Is this node ready to be used/rendered
  19069. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19070. * @return {boolean} is it ready
  19071. */
  19072. isReady(completeCheck?: boolean): boolean;
  19073. /**
  19074. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19075. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19076. * @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.
  19077. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19078. */
  19079. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19080. /**
  19081. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19082. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19083. * The `data` are either a numeric array either a Float32Array.
  19084. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19085. * 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).
  19086. * Note that a new underlying VertexBuffer object is created each call.
  19087. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19088. *
  19089. * Possible `kind` values :
  19090. * - VertexBuffer.PositionKind
  19091. * - VertexBuffer.UVKind
  19092. * - VertexBuffer.UV2Kind
  19093. * - VertexBuffer.UV3Kind
  19094. * - VertexBuffer.UV4Kind
  19095. * - VertexBuffer.UV5Kind
  19096. * - VertexBuffer.UV6Kind
  19097. * - VertexBuffer.ColorKind
  19098. * - VertexBuffer.MatricesIndicesKind
  19099. * - VertexBuffer.MatricesIndicesExtraKind
  19100. * - VertexBuffer.MatricesWeightsKind
  19101. * - VertexBuffer.MatricesWeightsExtraKind
  19102. *
  19103. * Returns the Mesh.
  19104. */
  19105. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19106. /**
  19107. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19108. * If the mesh has no geometry, it is simply returned as it is.
  19109. * The `data` are either a numeric array either a Float32Array.
  19110. * No new underlying VertexBuffer object is created.
  19111. * 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.
  19112. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19113. *
  19114. * Possible `kind` values :
  19115. * - VertexBuffer.PositionKind
  19116. * - VertexBuffer.UVKind
  19117. * - VertexBuffer.UV2Kind
  19118. * - VertexBuffer.UV3Kind
  19119. * - VertexBuffer.UV4Kind
  19120. * - VertexBuffer.UV5Kind
  19121. * - VertexBuffer.UV6Kind
  19122. * - VertexBuffer.ColorKind
  19123. * - VertexBuffer.MatricesIndicesKind
  19124. * - VertexBuffer.MatricesIndicesExtraKind
  19125. * - VertexBuffer.MatricesWeightsKind
  19126. * - VertexBuffer.MatricesWeightsExtraKind
  19127. *
  19128. * Returns the Mesh.
  19129. */
  19130. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19131. /**
  19132. * Sets the mesh indices.
  19133. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19134. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19135. * This method creates a new index buffer each call.
  19136. * Returns the Mesh.
  19137. */
  19138. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19139. /**
  19140. * Boolean : True if the mesh owns the requested kind of data.
  19141. */
  19142. isVerticesDataPresent(kind: string): boolean;
  19143. /**
  19144. * Returns an array of indices (IndicesArray).
  19145. */
  19146. getIndices(): Nullable<IndicesArray>;
  19147. readonly _positions: Nullable<Vector3[]>;
  19148. /**
  19149. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19150. * This means the mesh underlying bounding box and sphere are recomputed.
  19151. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19152. * @returns the current mesh
  19153. */
  19154. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19155. /** @hidden */
  19156. _preActivate(): InstancedMesh;
  19157. /** @hidden */
  19158. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19159. /** @hidden */
  19160. _postActivate(): void;
  19161. getWorldMatrix(): Matrix;
  19162. readonly isAnInstance: boolean;
  19163. /**
  19164. * Returns the current associated LOD AbstractMesh.
  19165. */
  19166. getLOD(camera: Camera): AbstractMesh;
  19167. /** @hidden */
  19168. _syncSubMeshes(): InstancedMesh;
  19169. /** @hidden */
  19170. _generatePointsArray(): boolean;
  19171. /**
  19172. * Creates a new InstancedMesh from the current mesh.
  19173. * - name (string) : the cloned mesh name
  19174. * - newParent (optional Node) : the optional Node to parent the clone to.
  19175. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19176. *
  19177. * Returns the clone.
  19178. */
  19179. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19180. /**
  19181. * Disposes the InstancedMesh.
  19182. * Returns nothing.
  19183. */
  19184. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19185. }
  19186. }
  19187. declare module "babylonjs/Materials/shaderMaterial" {
  19188. import { Scene } from "babylonjs/scene";
  19189. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19191. import { Mesh } from "babylonjs/Meshes/mesh";
  19192. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19193. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19194. import { Texture } from "babylonjs/Materials/Textures/texture";
  19195. import { Material } from "babylonjs/Materials/material";
  19196. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19197. /**
  19198. * Defines the options associated with the creation of a shader material.
  19199. */
  19200. export interface IShaderMaterialOptions {
  19201. /**
  19202. * Does the material work in alpha blend mode
  19203. */
  19204. needAlphaBlending: boolean;
  19205. /**
  19206. * Does the material work in alpha test mode
  19207. */
  19208. needAlphaTesting: boolean;
  19209. /**
  19210. * The list of attribute names used in the shader
  19211. */
  19212. attributes: string[];
  19213. /**
  19214. * The list of unifrom names used in the shader
  19215. */
  19216. uniforms: string[];
  19217. /**
  19218. * The list of UBO names used in the shader
  19219. */
  19220. uniformBuffers: string[];
  19221. /**
  19222. * The list of sampler names used in the shader
  19223. */
  19224. samplers: string[];
  19225. /**
  19226. * The list of defines used in the shader
  19227. */
  19228. defines: string[];
  19229. }
  19230. /**
  19231. * 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.
  19232. *
  19233. * This returned material effects how the mesh will look based on the code in the shaders.
  19234. *
  19235. * @see http://doc.babylonjs.com/how_to/shader_material
  19236. */
  19237. export class ShaderMaterial extends Material {
  19238. private _shaderPath;
  19239. private _options;
  19240. private _textures;
  19241. private _textureArrays;
  19242. private _floats;
  19243. private _ints;
  19244. private _floatsArrays;
  19245. private _colors3;
  19246. private _colors3Arrays;
  19247. private _colors4;
  19248. private _colors4Arrays;
  19249. private _vectors2;
  19250. private _vectors3;
  19251. private _vectors4;
  19252. private _matrices;
  19253. private _matrices3x3;
  19254. private _matrices2x2;
  19255. private _vectors2Arrays;
  19256. private _vectors3Arrays;
  19257. private _vectors4Arrays;
  19258. private _cachedWorldViewMatrix;
  19259. private _cachedWorldViewProjectionMatrix;
  19260. private _renderId;
  19261. /**
  19262. * Instantiate a new shader material.
  19263. * 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.
  19264. * This returned material effects how the mesh will look based on the code in the shaders.
  19265. * @see http://doc.babylonjs.com/how_to/shader_material
  19266. * @param name Define the name of the material in the scene
  19267. * @param scene Define the scene the material belongs to
  19268. * @param shaderPath Defines the route to the shader code in one of three ways:
  19269. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19270. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19271. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19272. * @param options Define the options used to create the shader
  19273. */
  19274. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19275. /**
  19276. * Gets the options used to compile the shader.
  19277. * They can be modified to trigger a new compilation
  19278. */
  19279. readonly options: IShaderMaterialOptions;
  19280. /**
  19281. * Gets the current class name of the material e.g. "ShaderMaterial"
  19282. * Mainly use in serialization.
  19283. * @returns the class name
  19284. */
  19285. getClassName(): string;
  19286. /**
  19287. * Specifies if the material will require alpha blending
  19288. * @returns a boolean specifying if alpha blending is needed
  19289. */
  19290. needAlphaBlending(): boolean;
  19291. /**
  19292. * Specifies if this material should be rendered in alpha test mode
  19293. * @returns a boolean specifying if an alpha test is needed.
  19294. */
  19295. needAlphaTesting(): boolean;
  19296. private _checkUniform;
  19297. /**
  19298. * Set a texture in the shader.
  19299. * @param name Define the name of the uniform samplers as defined in the shader
  19300. * @param texture Define the texture to bind to this sampler
  19301. * @return the material itself allowing "fluent" like uniform updates
  19302. */
  19303. setTexture(name: string, texture: Texture): ShaderMaterial;
  19304. /**
  19305. * Set a texture array in the shader.
  19306. * @param name Define the name of the uniform sampler array as defined in the shader
  19307. * @param textures Define the list of textures to bind to this sampler
  19308. * @return the material itself allowing "fluent" like uniform updates
  19309. */
  19310. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19311. /**
  19312. * Set a float in the shader.
  19313. * @param name Define the name of the uniform as defined in the shader
  19314. * @param value Define the value to give to the uniform
  19315. * @return the material itself allowing "fluent" like uniform updates
  19316. */
  19317. setFloat(name: string, value: number): ShaderMaterial;
  19318. /**
  19319. * Set a int in the shader.
  19320. * @param name Define the name of the uniform as defined in the shader
  19321. * @param value Define the value to give to the uniform
  19322. * @return the material itself allowing "fluent" like uniform updates
  19323. */
  19324. setInt(name: string, value: number): ShaderMaterial;
  19325. /**
  19326. * Set an array of floats in the shader.
  19327. * @param name Define the name of the uniform as defined in the shader
  19328. * @param value Define the value to give to the uniform
  19329. * @return the material itself allowing "fluent" like uniform updates
  19330. */
  19331. setFloats(name: string, value: number[]): ShaderMaterial;
  19332. /**
  19333. * Set a vec3 in the shader from a Color3.
  19334. * @param name Define the name of the uniform as defined in the shader
  19335. * @param value Define the value to give to the uniform
  19336. * @return the material itself allowing "fluent" like uniform updates
  19337. */
  19338. setColor3(name: string, value: Color3): ShaderMaterial;
  19339. /**
  19340. * Set a vec3 array in the shader from a Color3 array.
  19341. * @param name Define the name of the uniform as defined in the shader
  19342. * @param value Define the value to give to the uniform
  19343. * @return the material itself allowing "fluent" like uniform updates
  19344. */
  19345. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19346. /**
  19347. * Set a vec4 in the shader from a Color4.
  19348. * @param name Define the name of the uniform as defined in the shader
  19349. * @param value Define the value to give to the uniform
  19350. * @return the material itself allowing "fluent" like uniform updates
  19351. */
  19352. setColor4(name: string, value: Color4): ShaderMaterial;
  19353. /**
  19354. * Set a vec4 array in the shader from a Color4 array.
  19355. * @param name Define the name of the uniform as defined in the shader
  19356. * @param value Define the value to give to the uniform
  19357. * @return the material itself allowing "fluent" like uniform updates
  19358. */
  19359. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19360. /**
  19361. * Set a vec2 in the shader from a Vector2.
  19362. * @param name Define the name of the uniform as defined in the shader
  19363. * @param value Define the value to give to the uniform
  19364. * @return the material itself allowing "fluent" like uniform updates
  19365. */
  19366. setVector2(name: string, value: Vector2): ShaderMaterial;
  19367. /**
  19368. * Set a vec3 in the shader from a Vector3.
  19369. * @param name Define the name of the uniform as defined in the shader
  19370. * @param value Define the value to give to the uniform
  19371. * @return the material itself allowing "fluent" like uniform updates
  19372. */
  19373. setVector3(name: string, value: Vector3): ShaderMaterial;
  19374. /**
  19375. * Set a vec4 in the shader from a Vector4.
  19376. * @param name Define the name of the uniform as defined in the shader
  19377. * @param value Define the value to give to the uniform
  19378. * @return the material itself allowing "fluent" like uniform updates
  19379. */
  19380. setVector4(name: string, value: Vector4): ShaderMaterial;
  19381. /**
  19382. * Set a mat4 in the shader from a Matrix.
  19383. * @param name Define the name of the uniform as defined in the shader
  19384. * @param value Define the value to give to the uniform
  19385. * @return the material itself allowing "fluent" like uniform updates
  19386. */
  19387. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19388. /**
  19389. * Set a mat3 in the shader from a Float32Array.
  19390. * @param name Define the name of the uniform as defined in the shader
  19391. * @param value Define the value to give to the uniform
  19392. * @return the material itself allowing "fluent" like uniform updates
  19393. */
  19394. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19395. /**
  19396. * Set a mat2 in the shader from a Float32Array.
  19397. * @param name Define the name of the uniform as defined in the shader
  19398. * @param value Define the value to give to the uniform
  19399. * @return the material itself allowing "fluent" like uniform updates
  19400. */
  19401. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19402. /**
  19403. * Set a vec2 array in the shader from a number array.
  19404. * @param name Define the name of the uniform as defined in the shader
  19405. * @param value Define the value to give to the uniform
  19406. * @return the material itself allowing "fluent" like uniform updates
  19407. */
  19408. setArray2(name: string, value: number[]): ShaderMaterial;
  19409. /**
  19410. * Set a vec3 array in the shader from a number array.
  19411. * @param name Define the name of the uniform as defined in the shader
  19412. * @param value Define the value to give to the uniform
  19413. * @return the material itself allowing "fluent" like uniform updates
  19414. */
  19415. setArray3(name: string, value: number[]): ShaderMaterial;
  19416. /**
  19417. * Set a vec4 array in the shader from a number array.
  19418. * @param name Define the name of the uniform as defined in the shader
  19419. * @param value Define the value to give to the uniform
  19420. * @return the material itself allowing "fluent" like uniform updates
  19421. */
  19422. setArray4(name: string, value: number[]): ShaderMaterial;
  19423. private _checkCache;
  19424. /**
  19425. * Specifies that the submesh is ready to be used
  19426. * @param mesh defines the mesh to check
  19427. * @param subMesh defines which submesh to check
  19428. * @param useInstances specifies that instances should be used
  19429. * @returns a boolean indicating that the submesh is ready or not
  19430. */
  19431. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19432. /**
  19433. * Checks if the material is ready to render the requested mesh
  19434. * @param mesh Define the mesh to render
  19435. * @param useInstances Define whether or not the material is used with instances
  19436. * @returns true if ready, otherwise false
  19437. */
  19438. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19439. /**
  19440. * Binds the world matrix to the material
  19441. * @param world defines the world transformation matrix
  19442. */
  19443. bindOnlyWorldMatrix(world: Matrix): void;
  19444. /**
  19445. * Binds the material to the mesh
  19446. * @param world defines the world transformation matrix
  19447. * @param mesh defines the mesh to bind the material to
  19448. */
  19449. bind(world: Matrix, mesh?: Mesh): void;
  19450. /**
  19451. * Gets the active textures from the material
  19452. * @returns an array of textures
  19453. */
  19454. getActiveTextures(): BaseTexture[];
  19455. /**
  19456. * Specifies if the material uses a texture
  19457. * @param texture defines the texture to check against the material
  19458. * @returns a boolean specifying if the material uses the texture
  19459. */
  19460. hasTexture(texture: BaseTexture): boolean;
  19461. /**
  19462. * Makes a duplicate of the material, and gives it a new name
  19463. * @param name defines the new name for the duplicated material
  19464. * @returns the cloned material
  19465. */
  19466. clone(name: string): ShaderMaterial;
  19467. /**
  19468. * Disposes the material
  19469. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19470. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19471. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19472. */
  19473. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19474. /**
  19475. * Serializes this material in a JSON representation
  19476. * @returns the serialized material object
  19477. */
  19478. serialize(): any;
  19479. /**
  19480. * Creates a shader material from parsed shader material data
  19481. * @param source defines the JSON represnetation of the material
  19482. * @param scene defines the hosting scene
  19483. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19484. * @returns a new material
  19485. */
  19486. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19487. }
  19488. }
  19489. declare module "babylonjs/Shaders/color.fragment" {
  19490. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19491. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19492. /** @hidden */
  19493. export var colorPixelShader: {
  19494. name: string;
  19495. shader: string;
  19496. };
  19497. }
  19498. declare module "babylonjs/Shaders/color.vertex" {
  19499. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19500. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19501. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19502. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19503. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19504. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19505. /** @hidden */
  19506. export var colorVertexShader: {
  19507. name: string;
  19508. shader: string;
  19509. };
  19510. }
  19511. declare module "babylonjs/Meshes/linesMesh" {
  19512. import { Nullable } from "babylonjs/types";
  19513. import { Scene } from "babylonjs/scene";
  19514. import { Color3 } from "babylonjs/Maths/math.color";
  19515. import { Node } from "babylonjs/node";
  19516. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19517. import { Mesh } from "babylonjs/Meshes/mesh";
  19518. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19519. import { Effect } from "babylonjs/Materials/effect";
  19520. import { Material } from "babylonjs/Materials/material";
  19521. import "babylonjs/Shaders/color.fragment";
  19522. import "babylonjs/Shaders/color.vertex";
  19523. /**
  19524. * Line mesh
  19525. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19526. */
  19527. export class LinesMesh extends Mesh {
  19528. /**
  19529. * If vertex color should be applied to the mesh
  19530. */
  19531. readonly useVertexColor?: boolean | undefined;
  19532. /**
  19533. * If vertex alpha should be applied to the mesh
  19534. */
  19535. readonly useVertexAlpha?: boolean | undefined;
  19536. /**
  19537. * Color of the line (Default: White)
  19538. */
  19539. color: Color3;
  19540. /**
  19541. * Alpha of the line (Default: 1)
  19542. */
  19543. alpha: number;
  19544. /**
  19545. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19546. * This margin is expressed in world space coordinates, so its value may vary.
  19547. * Default value is 0.1
  19548. */
  19549. intersectionThreshold: number;
  19550. private _colorShader;
  19551. private color4;
  19552. /**
  19553. * Creates a new LinesMesh
  19554. * @param name defines the name
  19555. * @param scene defines the hosting scene
  19556. * @param parent defines the parent mesh if any
  19557. * @param source defines the optional source LinesMesh used to clone data from
  19558. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19559. * When false, achieved by calling a clone(), also passing False.
  19560. * This will make creation of children, recursive.
  19561. * @param useVertexColor defines if this LinesMesh supports vertex color
  19562. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19563. */
  19564. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19565. /**
  19566. * If vertex color should be applied to the mesh
  19567. */
  19568. useVertexColor?: boolean | undefined,
  19569. /**
  19570. * If vertex alpha should be applied to the mesh
  19571. */
  19572. useVertexAlpha?: boolean | undefined);
  19573. private _addClipPlaneDefine;
  19574. private _removeClipPlaneDefine;
  19575. isReady(): boolean;
  19576. /**
  19577. * Returns the string "LineMesh"
  19578. */
  19579. getClassName(): string;
  19580. /**
  19581. * @hidden
  19582. */
  19583. /**
  19584. * @hidden
  19585. */
  19586. material: Material;
  19587. /**
  19588. * @hidden
  19589. */
  19590. readonly checkCollisions: boolean;
  19591. /** @hidden */
  19592. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19593. /** @hidden */
  19594. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19595. /**
  19596. * Disposes of the line mesh
  19597. * @param doNotRecurse If children should be disposed
  19598. */
  19599. dispose(doNotRecurse?: boolean): void;
  19600. /**
  19601. * Returns a new LineMesh object cloned from the current one.
  19602. */
  19603. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19604. /**
  19605. * Creates a new InstancedLinesMesh object from the mesh model.
  19606. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19607. * @param name defines the name of the new instance
  19608. * @returns a new InstancedLinesMesh
  19609. */
  19610. createInstance(name: string): InstancedLinesMesh;
  19611. }
  19612. /**
  19613. * Creates an instance based on a source LinesMesh
  19614. */
  19615. export class InstancedLinesMesh extends InstancedMesh {
  19616. /**
  19617. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19618. * This margin is expressed in world space coordinates, so its value may vary.
  19619. * Initilized with the intersectionThreshold value of the source LinesMesh
  19620. */
  19621. intersectionThreshold: number;
  19622. constructor(name: string, source: LinesMesh);
  19623. /**
  19624. * Returns the string "InstancedLinesMesh".
  19625. */
  19626. getClassName(): string;
  19627. }
  19628. }
  19629. declare module "babylonjs/Shaders/line.fragment" {
  19630. /** @hidden */
  19631. export var linePixelShader: {
  19632. name: string;
  19633. shader: string;
  19634. };
  19635. }
  19636. declare module "babylonjs/Shaders/line.vertex" {
  19637. /** @hidden */
  19638. export var lineVertexShader: {
  19639. name: string;
  19640. shader: string;
  19641. };
  19642. }
  19643. declare module "babylonjs/Rendering/edgesRenderer" {
  19644. import { Nullable } from "babylonjs/types";
  19645. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19646. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19647. import { Vector3 } from "babylonjs/Maths/math.vector";
  19648. import { IDisposable } from "babylonjs/scene";
  19649. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19650. import "babylonjs/Shaders/line.fragment";
  19651. import "babylonjs/Shaders/line.vertex";
  19652. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19653. module "babylonjs/Meshes/abstractMesh" {
  19654. interface AbstractMesh {
  19655. /**
  19656. * Gets the edgesRenderer associated with the mesh
  19657. */
  19658. edgesRenderer: Nullable<EdgesRenderer>;
  19659. }
  19660. }
  19661. module "babylonjs/Meshes/linesMesh" {
  19662. interface LinesMesh {
  19663. /**
  19664. * Enables the edge rendering mode on the mesh.
  19665. * This mode makes the mesh edges visible
  19666. * @param epsilon defines the maximal distance between two angles to detect a face
  19667. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19668. * @returns the currentAbstractMesh
  19669. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19670. */
  19671. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19672. }
  19673. }
  19674. module "babylonjs/Meshes/linesMesh" {
  19675. interface InstancedLinesMesh {
  19676. /**
  19677. * Enables the edge rendering mode on the mesh.
  19678. * This mode makes the mesh edges visible
  19679. * @param epsilon defines the maximal distance between two angles to detect a face
  19680. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19681. * @returns the current InstancedLinesMesh
  19682. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19683. */
  19684. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19685. }
  19686. }
  19687. /**
  19688. * Defines the minimum contract an Edges renderer should follow.
  19689. */
  19690. export interface IEdgesRenderer extends IDisposable {
  19691. /**
  19692. * Gets or sets a boolean indicating if the edgesRenderer is active
  19693. */
  19694. isEnabled: boolean;
  19695. /**
  19696. * Renders the edges of the attached mesh,
  19697. */
  19698. render(): void;
  19699. /**
  19700. * Checks wether or not the edges renderer is ready to render.
  19701. * @return true if ready, otherwise false.
  19702. */
  19703. isReady(): boolean;
  19704. }
  19705. /**
  19706. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19707. */
  19708. export class EdgesRenderer implements IEdgesRenderer {
  19709. /**
  19710. * Define the size of the edges with an orthographic camera
  19711. */
  19712. edgesWidthScalerForOrthographic: number;
  19713. /**
  19714. * Define the size of the edges with a perspective camera
  19715. */
  19716. edgesWidthScalerForPerspective: number;
  19717. protected _source: AbstractMesh;
  19718. protected _linesPositions: number[];
  19719. protected _linesNormals: number[];
  19720. protected _linesIndices: number[];
  19721. protected _epsilon: number;
  19722. protected _indicesCount: number;
  19723. protected _lineShader: ShaderMaterial;
  19724. protected _ib: DataBuffer;
  19725. protected _buffers: {
  19726. [key: string]: Nullable<VertexBuffer>;
  19727. };
  19728. protected _checkVerticesInsteadOfIndices: boolean;
  19729. private _meshRebuildObserver;
  19730. private _meshDisposeObserver;
  19731. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19732. isEnabled: boolean;
  19733. /**
  19734. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19735. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19736. * @param source Mesh used to create edges
  19737. * @param epsilon sum of angles in adjacency to check for edge
  19738. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19739. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19740. */
  19741. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19742. protected _prepareRessources(): void;
  19743. /** @hidden */
  19744. _rebuild(): void;
  19745. /**
  19746. * Releases the required resources for the edges renderer
  19747. */
  19748. dispose(): void;
  19749. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19750. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19751. /**
  19752. * Checks if the pair of p0 and p1 is en edge
  19753. * @param faceIndex
  19754. * @param edge
  19755. * @param faceNormals
  19756. * @param p0
  19757. * @param p1
  19758. * @private
  19759. */
  19760. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19761. /**
  19762. * push line into the position, normal and index buffer
  19763. * @protected
  19764. */
  19765. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19766. /**
  19767. * Generates lines edges from adjacencjes
  19768. * @private
  19769. */
  19770. _generateEdgesLines(): void;
  19771. /**
  19772. * Checks wether or not the edges renderer is ready to render.
  19773. * @return true if ready, otherwise false.
  19774. */
  19775. isReady(): boolean;
  19776. /**
  19777. * Renders the edges of the attached mesh,
  19778. */
  19779. render(): void;
  19780. }
  19781. /**
  19782. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19783. */
  19784. export class LineEdgesRenderer extends EdgesRenderer {
  19785. /**
  19786. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19787. * @param source LineMesh used to generate edges
  19788. * @param epsilon not important (specified angle for edge detection)
  19789. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19790. */
  19791. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19792. /**
  19793. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19794. */
  19795. _generateEdgesLines(): void;
  19796. }
  19797. }
  19798. declare module "babylonjs/Rendering/renderingGroup" {
  19799. import { SmartArray } from "babylonjs/Misc/smartArray";
  19800. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19801. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19802. import { Nullable } from "babylonjs/types";
  19803. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19804. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19805. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19806. import { Material } from "babylonjs/Materials/material";
  19807. import { Scene } from "babylonjs/scene";
  19808. /**
  19809. * This represents the object necessary to create a rendering group.
  19810. * This is exclusively used and created by the rendering manager.
  19811. * To modify the behavior, you use the available helpers in your scene or meshes.
  19812. * @hidden
  19813. */
  19814. export class RenderingGroup {
  19815. index: number;
  19816. private static _zeroVector;
  19817. private _scene;
  19818. private _opaqueSubMeshes;
  19819. private _transparentSubMeshes;
  19820. private _alphaTestSubMeshes;
  19821. private _depthOnlySubMeshes;
  19822. private _particleSystems;
  19823. private _spriteManagers;
  19824. private _opaqueSortCompareFn;
  19825. private _alphaTestSortCompareFn;
  19826. private _transparentSortCompareFn;
  19827. private _renderOpaque;
  19828. private _renderAlphaTest;
  19829. private _renderTransparent;
  19830. /** @hidden */
  19831. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19832. onBeforeTransparentRendering: () => void;
  19833. /**
  19834. * Set the opaque sort comparison function.
  19835. * If null the sub meshes will be render in the order they were created
  19836. */
  19837. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19838. /**
  19839. * Set the alpha test sort comparison function.
  19840. * If null the sub meshes will be render in the order they were created
  19841. */
  19842. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19843. /**
  19844. * Set the transparent sort comparison function.
  19845. * If null the sub meshes will be render in the order they were created
  19846. */
  19847. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19848. /**
  19849. * Creates a new rendering group.
  19850. * @param index The rendering group index
  19851. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19852. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19853. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19854. */
  19855. 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>);
  19856. /**
  19857. * Render all the sub meshes contained in the group.
  19858. * @param customRenderFunction Used to override the default render behaviour of the group.
  19859. * @returns true if rendered some submeshes.
  19860. */
  19861. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19862. /**
  19863. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19864. * @param subMeshes The submeshes to render
  19865. */
  19866. private renderOpaqueSorted;
  19867. /**
  19868. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19869. * @param subMeshes The submeshes to render
  19870. */
  19871. private renderAlphaTestSorted;
  19872. /**
  19873. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19874. * @param subMeshes The submeshes to render
  19875. */
  19876. private renderTransparentSorted;
  19877. /**
  19878. * Renders the submeshes in a specified order.
  19879. * @param subMeshes The submeshes to sort before render
  19880. * @param sortCompareFn The comparison function use to sort
  19881. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19882. * @param transparent Specifies to activate blending if true
  19883. */
  19884. private static renderSorted;
  19885. /**
  19886. * Renders the submeshes in the order they were dispatched (no sort applied).
  19887. * @param subMeshes The submeshes to render
  19888. */
  19889. private static renderUnsorted;
  19890. /**
  19891. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19892. * are rendered back to front if in the same alpha index.
  19893. *
  19894. * @param a The first submesh
  19895. * @param b The second submesh
  19896. * @returns The result of the comparison
  19897. */
  19898. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19899. /**
  19900. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19901. * are rendered back to front.
  19902. *
  19903. * @param a The first submesh
  19904. * @param b The second submesh
  19905. * @returns The result of the comparison
  19906. */
  19907. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19908. /**
  19909. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19910. * are rendered front to back (prevent overdraw).
  19911. *
  19912. * @param a The first submesh
  19913. * @param b The second submesh
  19914. * @returns The result of the comparison
  19915. */
  19916. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19917. /**
  19918. * Resets the different lists of submeshes to prepare a new frame.
  19919. */
  19920. prepare(): void;
  19921. dispose(): void;
  19922. /**
  19923. * Inserts the submesh in its correct queue depending on its material.
  19924. * @param subMesh The submesh to dispatch
  19925. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19926. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19927. */
  19928. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19929. dispatchSprites(spriteManager: ISpriteManager): void;
  19930. dispatchParticles(particleSystem: IParticleSystem): void;
  19931. private _renderParticles;
  19932. private _renderSprites;
  19933. }
  19934. }
  19935. declare module "babylonjs/Rendering/renderingManager" {
  19936. import { Nullable } from "babylonjs/types";
  19937. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19938. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19939. import { SmartArray } from "babylonjs/Misc/smartArray";
  19940. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19941. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19942. import { Material } from "babylonjs/Materials/material";
  19943. import { Scene } from "babylonjs/scene";
  19944. import { Camera } from "babylonjs/Cameras/camera";
  19945. /**
  19946. * Interface describing the different options available in the rendering manager
  19947. * regarding Auto Clear between groups.
  19948. */
  19949. export interface IRenderingManagerAutoClearSetup {
  19950. /**
  19951. * Defines whether or not autoclear is enable.
  19952. */
  19953. autoClear: boolean;
  19954. /**
  19955. * Defines whether or not to autoclear the depth buffer.
  19956. */
  19957. depth: boolean;
  19958. /**
  19959. * Defines whether or not to autoclear the stencil buffer.
  19960. */
  19961. stencil: boolean;
  19962. }
  19963. /**
  19964. * This class is used by the onRenderingGroupObservable
  19965. */
  19966. export class RenderingGroupInfo {
  19967. /**
  19968. * The Scene that being rendered
  19969. */
  19970. scene: Scene;
  19971. /**
  19972. * The camera currently used for the rendering pass
  19973. */
  19974. camera: Nullable<Camera>;
  19975. /**
  19976. * The ID of the renderingGroup being processed
  19977. */
  19978. renderingGroupId: number;
  19979. }
  19980. /**
  19981. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19982. * It is enable to manage the different groups as well as the different necessary sort functions.
  19983. * This should not be used directly aside of the few static configurations
  19984. */
  19985. export class RenderingManager {
  19986. /**
  19987. * The max id used for rendering groups (not included)
  19988. */
  19989. static MAX_RENDERINGGROUPS: number;
  19990. /**
  19991. * The min id used for rendering groups (included)
  19992. */
  19993. static MIN_RENDERINGGROUPS: number;
  19994. /**
  19995. * Used to globally prevent autoclearing scenes.
  19996. */
  19997. static AUTOCLEAR: boolean;
  19998. /**
  19999. * @hidden
  20000. */
  20001. _useSceneAutoClearSetup: boolean;
  20002. private _scene;
  20003. private _renderingGroups;
  20004. private _depthStencilBufferAlreadyCleaned;
  20005. private _autoClearDepthStencil;
  20006. private _customOpaqueSortCompareFn;
  20007. private _customAlphaTestSortCompareFn;
  20008. private _customTransparentSortCompareFn;
  20009. private _renderingGroupInfo;
  20010. /**
  20011. * Instantiates a new rendering group for a particular scene
  20012. * @param scene Defines the scene the groups belongs to
  20013. */
  20014. constructor(scene: Scene);
  20015. private _clearDepthStencilBuffer;
  20016. /**
  20017. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20018. * @hidden
  20019. */
  20020. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20021. /**
  20022. * Resets the different information of the group to prepare a new frame
  20023. * @hidden
  20024. */
  20025. reset(): void;
  20026. /**
  20027. * Dispose and release the group and its associated resources.
  20028. * @hidden
  20029. */
  20030. dispose(): void;
  20031. /**
  20032. * Clear the info related to rendering groups preventing retention points during dispose.
  20033. */
  20034. freeRenderingGroups(): void;
  20035. private _prepareRenderingGroup;
  20036. /**
  20037. * Add a sprite manager to the rendering manager in order to render it this frame.
  20038. * @param spriteManager Define the sprite manager to render
  20039. */
  20040. dispatchSprites(spriteManager: ISpriteManager): void;
  20041. /**
  20042. * Add a particle system to the rendering manager in order to render it this frame.
  20043. * @param particleSystem Define the particle system to render
  20044. */
  20045. dispatchParticles(particleSystem: IParticleSystem): void;
  20046. /**
  20047. * Add a submesh to the manager in order to render it this frame
  20048. * @param subMesh The submesh to dispatch
  20049. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20050. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20051. */
  20052. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20053. /**
  20054. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20055. * This allowed control for front to back rendering or reversly depending of the special needs.
  20056. *
  20057. * @param renderingGroupId The rendering group id corresponding to its index
  20058. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20059. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20060. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20061. */
  20062. 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;
  20063. /**
  20064. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20065. *
  20066. * @param renderingGroupId The rendering group id corresponding to its index
  20067. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20068. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20069. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20070. */
  20071. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20072. /**
  20073. * Gets the current auto clear configuration for one rendering group of the rendering
  20074. * manager.
  20075. * @param index the rendering group index to get the information for
  20076. * @returns The auto clear setup for the requested rendering group
  20077. */
  20078. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20079. }
  20080. }
  20081. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20082. import { Observable } from "babylonjs/Misc/observable";
  20083. import { SmartArray } from "babylonjs/Misc/smartArray";
  20084. import { Nullable } from "babylonjs/types";
  20085. import { Camera } from "babylonjs/Cameras/camera";
  20086. import { Scene } from "babylonjs/scene";
  20087. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20088. import { Color4 } from "babylonjs/Maths/math.color";
  20089. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20091. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20092. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20093. import { Texture } from "babylonjs/Materials/Textures/texture";
  20094. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20095. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20096. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20097. import { Engine } from "babylonjs/Engines/engine";
  20098. /**
  20099. * This Helps creating a texture that will be created from a camera in your scene.
  20100. * It is basically a dynamic texture that could be used to create special effects for instance.
  20101. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20102. */
  20103. export class RenderTargetTexture extends Texture {
  20104. isCube: boolean;
  20105. /**
  20106. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20107. */
  20108. static readonly REFRESHRATE_RENDER_ONCE: number;
  20109. /**
  20110. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20111. */
  20112. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20113. /**
  20114. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20115. * the central point of your effect and can save a lot of performances.
  20116. */
  20117. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20118. /**
  20119. * Use this predicate to dynamically define the list of mesh you want to render.
  20120. * If set, the renderList property will be overwritten.
  20121. */
  20122. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20123. private _renderList;
  20124. /**
  20125. * Use this list to define the list of mesh you want to render.
  20126. */
  20127. renderList: Nullable<Array<AbstractMesh>>;
  20128. private _hookArray;
  20129. /**
  20130. * Define if particles should be rendered in your texture.
  20131. */
  20132. renderParticles: boolean;
  20133. /**
  20134. * Define if sprites should be rendered in your texture.
  20135. */
  20136. renderSprites: boolean;
  20137. /**
  20138. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20139. */
  20140. coordinatesMode: number;
  20141. /**
  20142. * Define the camera used to render the texture.
  20143. */
  20144. activeCamera: Nullable<Camera>;
  20145. /**
  20146. * Override the render function of the texture with your own one.
  20147. */
  20148. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20149. /**
  20150. * Define if camera post processes should be use while rendering the texture.
  20151. */
  20152. useCameraPostProcesses: boolean;
  20153. /**
  20154. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20155. */
  20156. ignoreCameraViewport: boolean;
  20157. private _postProcessManager;
  20158. private _postProcesses;
  20159. private _resizeObserver;
  20160. /**
  20161. * An event triggered when the texture is unbind.
  20162. */
  20163. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20164. /**
  20165. * An event triggered when the texture is unbind.
  20166. */
  20167. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20168. private _onAfterUnbindObserver;
  20169. /**
  20170. * Set a after unbind callback in the texture.
  20171. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20172. */
  20173. onAfterUnbind: () => void;
  20174. /**
  20175. * An event triggered before rendering the texture
  20176. */
  20177. onBeforeRenderObservable: Observable<number>;
  20178. private _onBeforeRenderObserver;
  20179. /**
  20180. * Set a before render callback in the texture.
  20181. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20182. */
  20183. onBeforeRender: (faceIndex: number) => void;
  20184. /**
  20185. * An event triggered after rendering the texture
  20186. */
  20187. onAfterRenderObservable: Observable<number>;
  20188. private _onAfterRenderObserver;
  20189. /**
  20190. * Set a after render callback in the texture.
  20191. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20192. */
  20193. onAfterRender: (faceIndex: number) => void;
  20194. /**
  20195. * An event triggered after the texture clear
  20196. */
  20197. onClearObservable: Observable<Engine>;
  20198. private _onClearObserver;
  20199. /**
  20200. * Set a clear callback in the texture.
  20201. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20202. */
  20203. onClear: (Engine: Engine) => void;
  20204. /**
  20205. * An event triggered when the texture is resized.
  20206. */
  20207. onResizeObservable: Observable<RenderTargetTexture>;
  20208. /**
  20209. * Define the clear color of the Render Target if it should be different from the scene.
  20210. */
  20211. clearColor: Color4;
  20212. protected _size: number | {
  20213. width: number;
  20214. height: number;
  20215. };
  20216. protected _initialSizeParameter: number | {
  20217. width: number;
  20218. height: number;
  20219. } | {
  20220. ratio: number;
  20221. };
  20222. protected _sizeRatio: Nullable<number>;
  20223. /** @hidden */
  20224. _generateMipMaps: boolean;
  20225. protected _renderingManager: RenderingManager;
  20226. /** @hidden */
  20227. _waitingRenderList: string[];
  20228. protected _doNotChangeAspectRatio: boolean;
  20229. protected _currentRefreshId: number;
  20230. protected _refreshRate: number;
  20231. protected _textureMatrix: Matrix;
  20232. protected _samples: number;
  20233. protected _renderTargetOptions: RenderTargetCreationOptions;
  20234. /**
  20235. * Gets render target creation options that were used.
  20236. */
  20237. readonly renderTargetOptions: RenderTargetCreationOptions;
  20238. protected _engine: Engine;
  20239. protected _onRatioRescale(): void;
  20240. /**
  20241. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20242. * It must define where the camera used to render the texture is set
  20243. */
  20244. boundingBoxPosition: Vector3;
  20245. private _boundingBoxSize;
  20246. /**
  20247. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20248. * When defined, the cubemap will switch to local mode
  20249. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20250. * @example https://www.babylonjs-playground.com/#RNASML
  20251. */
  20252. boundingBoxSize: Vector3;
  20253. /**
  20254. * In case the RTT has been created with a depth texture, get the associated
  20255. * depth texture.
  20256. * Otherwise, return null.
  20257. */
  20258. depthStencilTexture: Nullable<InternalTexture>;
  20259. /**
  20260. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20261. * or used a shadow, depth texture...
  20262. * @param name The friendly name of the texture
  20263. * @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)
  20264. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20265. * @param generateMipMaps True if mip maps need to be generated after render.
  20266. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20267. * @param type The type of the buffer in the RTT (int, half float, float...)
  20268. * @param isCube True if a cube texture needs to be created
  20269. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20270. * @param generateDepthBuffer True to generate a depth buffer
  20271. * @param generateStencilBuffer True to generate a stencil buffer
  20272. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20273. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20274. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20275. */
  20276. constructor(name: string, size: number | {
  20277. width: number;
  20278. height: number;
  20279. } | {
  20280. ratio: number;
  20281. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20282. /**
  20283. * Creates a depth stencil texture.
  20284. * This is only available in WebGL 2 or with the depth texture extension available.
  20285. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20286. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20287. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20288. */
  20289. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20290. private _processSizeParameter;
  20291. /**
  20292. * Define the number of samples to use in case of MSAA.
  20293. * It defaults to one meaning no MSAA has been enabled.
  20294. */
  20295. samples: number;
  20296. /**
  20297. * Resets the refresh counter of the texture and start bak from scratch.
  20298. * Could be useful to regenerate the texture if it is setup to render only once.
  20299. */
  20300. resetRefreshCounter(): void;
  20301. /**
  20302. * Define the refresh rate of the texture or the rendering frequency.
  20303. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20304. */
  20305. refreshRate: number;
  20306. /**
  20307. * Adds a post process to the render target rendering passes.
  20308. * @param postProcess define the post process to add
  20309. */
  20310. addPostProcess(postProcess: PostProcess): void;
  20311. /**
  20312. * Clear all the post processes attached to the render target
  20313. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20314. */
  20315. clearPostProcesses(dispose?: boolean): void;
  20316. /**
  20317. * Remove one of the post process from the list of attached post processes to the texture
  20318. * @param postProcess define the post process to remove from the list
  20319. */
  20320. removePostProcess(postProcess: PostProcess): void;
  20321. /** @hidden */
  20322. _shouldRender(): boolean;
  20323. /**
  20324. * Gets the actual render size of the texture.
  20325. * @returns the width of the render size
  20326. */
  20327. getRenderSize(): number;
  20328. /**
  20329. * Gets the actual render width of the texture.
  20330. * @returns the width of the render size
  20331. */
  20332. getRenderWidth(): number;
  20333. /**
  20334. * Gets the actual render height of the texture.
  20335. * @returns the height of the render size
  20336. */
  20337. getRenderHeight(): number;
  20338. /**
  20339. * Get if the texture can be rescaled or not.
  20340. */
  20341. readonly canRescale: boolean;
  20342. /**
  20343. * Resize the texture using a ratio.
  20344. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20345. */
  20346. scale(ratio: number): void;
  20347. /**
  20348. * Get the texture reflection matrix used to rotate/transform the reflection.
  20349. * @returns the reflection matrix
  20350. */
  20351. getReflectionTextureMatrix(): Matrix;
  20352. /**
  20353. * Resize the texture to a new desired size.
  20354. * Be carrefull as it will recreate all the data in the new texture.
  20355. * @param size Define the new size. It can be:
  20356. * - a number for squared texture,
  20357. * - an object containing { width: number, height: number }
  20358. * - or an object containing a ratio { ratio: number }
  20359. */
  20360. resize(size: number | {
  20361. width: number;
  20362. height: number;
  20363. } | {
  20364. ratio: number;
  20365. }): void;
  20366. /**
  20367. * Renders all the objects from the render list into the texture.
  20368. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20369. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20370. */
  20371. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20372. private _bestReflectionRenderTargetDimension;
  20373. /**
  20374. * @hidden
  20375. * @param faceIndex face index to bind to if this is a cubetexture
  20376. */
  20377. _bindFrameBuffer(faceIndex?: number): void;
  20378. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20379. private renderToTarget;
  20380. /**
  20381. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20382. * This allowed control for front to back rendering or reversly depending of the special needs.
  20383. *
  20384. * @param renderingGroupId The rendering group id corresponding to its index
  20385. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20386. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20387. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20388. */
  20389. 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;
  20390. /**
  20391. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20392. *
  20393. * @param renderingGroupId The rendering group id corresponding to its index
  20394. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20395. */
  20396. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20397. /**
  20398. * Clones the texture.
  20399. * @returns the cloned texture
  20400. */
  20401. clone(): RenderTargetTexture;
  20402. /**
  20403. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20404. * @returns The JSON representation of the texture
  20405. */
  20406. serialize(): any;
  20407. /**
  20408. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20409. */
  20410. disposeFramebufferObjects(): void;
  20411. /**
  20412. * Dispose the texture and release its associated resources.
  20413. */
  20414. dispose(): void;
  20415. /** @hidden */
  20416. _rebuild(): void;
  20417. /**
  20418. * Clear the info related to rendering groups preventing retention point in material dispose.
  20419. */
  20420. freeRenderingGroups(): void;
  20421. /**
  20422. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20423. * @returns the view count
  20424. */
  20425. getViewCount(): number;
  20426. }
  20427. }
  20428. declare module "babylonjs/Materials/material" {
  20429. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20430. import { SmartArray } from "babylonjs/Misc/smartArray";
  20431. import { Observable } from "babylonjs/Misc/observable";
  20432. import { Nullable } from "babylonjs/types";
  20433. import { Scene } from "babylonjs/scene";
  20434. import { Matrix } from "babylonjs/Maths/math.vector";
  20435. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20436. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20437. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20438. import { Effect } from "babylonjs/Materials/effect";
  20439. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20440. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20441. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20442. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20443. import { Mesh } from "babylonjs/Meshes/mesh";
  20444. import { Animation } from "babylonjs/Animations/animation";
  20445. /**
  20446. * Base class for the main features of a material in Babylon.js
  20447. */
  20448. export class Material implements IAnimatable {
  20449. /**
  20450. * Returns the triangle fill mode
  20451. */
  20452. static readonly TriangleFillMode: number;
  20453. /**
  20454. * Returns the wireframe mode
  20455. */
  20456. static readonly WireFrameFillMode: number;
  20457. /**
  20458. * Returns the point fill mode
  20459. */
  20460. static readonly PointFillMode: number;
  20461. /**
  20462. * Returns the point list draw mode
  20463. */
  20464. static readonly PointListDrawMode: number;
  20465. /**
  20466. * Returns the line list draw mode
  20467. */
  20468. static readonly LineListDrawMode: number;
  20469. /**
  20470. * Returns the line loop draw mode
  20471. */
  20472. static readonly LineLoopDrawMode: number;
  20473. /**
  20474. * Returns the line strip draw mode
  20475. */
  20476. static readonly LineStripDrawMode: number;
  20477. /**
  20478. * Returns the triangle strip draw mode
  20479. */
  20480. static readonly TriangleStripDrawMode: number;
  20481. /**
  20482. * Returns the triangle fan draw mode
  20483. */
  20484. static readonly TriangleFanDrawMode: number;
  20485. /**
  20486. * Stores the clock-wise side orientation
  20487. */
  20488. static readonly ClockWiseSideOrientation: number;
  20489. /**
  20490. * Stores the counter clock-wise side orientation
  20491. */
  20492. static readonly CounterClockWiseSideOrientation: number;
  20493. /**
  20494. * The dirty texture flag value
  20495. */
  20496. static readonly TextureDirtyFlag: number;
  20497. /**
  20498. * The dirty light flag value
  20499. */
  20500. static readonly LightDirtyFlag: number;
  20501. /**
  20502. * The dirty fresnel flag value
  20503. */
  20504. static readonly FresnelDirtyFlag: number;
  20505. /**
  20506. * The dirty attribute flag value
  20507. */
  20508. static readonly AttributesDirtyFlag: number;
  20509. /**
  20510. * The dirty misc flag value
  20511. */
  20512. static readonly MiscDirtyFlag: number;
  20513. /**
  20514. * The all dirty flag value
  20515. */
  20516. static readonly AllDirtyFlag: number;
  20517. /**
  20518. * The ID of the material
  20519. */
  20520. id: string;
  20521. /**
  20522. * Gets or sets the unique id of the material
  20523. */
  20524. uniqueId: number;
  20525. /**
  20526. * The name of the material
  20527. */
  20528. name: string;
  20529. /**
  20530. * Gets or sets user defined metadata
  20531. */
  20532. metadata: any;
  20533. /**
  20534. * For internal use only. Please do not use.
  20535. */
  20536. reservedDataStore: any;
  20537. /**
  20538. * Specifies if the ready state should be checked on each call
  20539. */
  20540. checkReadyOnEveryCall: boolean;
  20541. /**
  20542. * Specifies if the ready state should be checked once
  20543. */
  20544. checkReadyOnlyOnce: boolean;
  20545. /**
  20546. * The state of the material
  20547. */
  20548. state: string;
  20549. /**
  20550. * The alpha value of the material
  20551. */
  20552. protected _alpha: number;
  20553. /**
  20554. * List of inspectable custom properties (used by the Inspector)
  20555. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20556. */
  20557. inspectableCustomProperties: IInspectable[];
  20558. /**
  20559. * Sets the alpha value of the material
  20560. */
  20561. /**
  20562. * Gets the alpha value of the material
  20563. */
  20564. alpha: number;
  20565. /**
  20566. * Specifies if back face culling is enabled
  20567. */
  20568. protected _backFaceCulling: boolean;
  20569. /**
  20570. * Sets the back-face culling state
  20571. */
  20572. /**
  20573. * Gets the back-face culling state
  20574. */
  20575. backFaceCulling: boolean;
  20576. /**
  20577. * Stores the value for side orientation
  20578. */
  20579. sideOrientation: number;
  20580. /**
  20581. * Callback triggered when the material is compiled
  20582. */
  20583. onCompiled: Nullable<(effect: Effect) => void>;
  20584. /**
  20585. * Callback triggered when an error occurs
  20586. */
  20587. onError: Nullable<(effect: Effect, errors: string) => void>;
  20588. /**
  20589. * Callback triggered to get the render target textures
  20590. */
  20591. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20592. /**
  20593. * Gets a boolean indicating that current material needs to register RTT
  20594. */
  20595. readonly hasRenderTargetTextures: boolean;
  20596. /**
  20597. * Specifies if the material should be serialized
  20598. */
  20599. doNotSerialize: boolean;
  20600. /**
  20601. * @hidden
  20602. */
  20603. _storeEffectOnSubMeshes: boolean;
  20604. /**
  20605. * Stores the animations for the material
  20606. */
  20607. animations: Nullable<Array<Animation>>;
  20608. /**
  20609. * An event triggered when the material is disposed
  20610. */
  20611. onDisposeObservable: Observable<Material>;
  20612. /**
  20613. * An observer which watches for dispose events
  20614. */
  20615. private _onDisposeObserver;
  20616. private _onUnBindObservable;
  20617. /**
  20618. * Called during a dispose event
  20619. */
  20620. onDispose: () => void;
  20621. private _onBindObservable;
  20622. /**
  20623. * An event triggered when the material is bound
  20624. */
  20625. readonly onBindObservable: Observable<AbstractMesh>;
  20626. /**
  20627. * An observer which watches for bind events
  20628. */
  20629. private _onBindObserver;
  20630. /**
  20631. * Called during a bind event
  20632. */
  20633. onBind: (Mesh: AbstractMesh) => void;
  20634. /**
  20635. * An event triggered when the material is unbound
  20636. */
  20637. readonly onUnBindObservable: Observable<Material>;
  20638. /**
  20639. * Stores the value of the alpha mode
  20640. */
  20641. private _alphaMode;
  20642. /**
  20643. * Sets the value of the alpha mode.
  20644. *
  20645. * | Value | Type | Description |
  20646. * | --- | --- | --- |
  20647. * | 0 | ALPHA_DISABLE | |
  20648. * | 1 | ALPHA_ADD | |
  20649. * | 2 | ALPHA_COMBINE | |
  20650. * | 3 | ALPHA_SUBTRACT | |
  20651. * | 4 | ALPHA_MULTIPLY | |
  20652. * | 5 | ALPHA_MAXIMIZED | |
  20653. * | 6 | ALPHA_ONEONE | |
  20654. * | 7 | ALPHA_PREMULTIPLIED | |
  20655. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20656. * | 9 | ALPHA_INTERPOLATE | |
  20657. * | 10 | ALPHA_SCREENMODE | |
  20658. *
  20659. */
  20660. /**
  20661. * Gets the value of the alpha mode
  20662. */
  20663. alphaMode: number;
  20664. /**
  20665. * Stores the state of the need depth pre-pass value
  20666. */
  20667. private _needDepthPrePass;
  20668. /**
  20669. * Sets the need depth pre-pass value
  20670. */
  20671. /**
  20672. * Gets the depth pre-pass value
  20673. */
  20674. needDepthPrePass: boolean;
  20675. /**
  20676. * Specifies if depth writing should be disabled
  20677. */
  20678. disableDepthWrite: boolean;
  20679. /**
  20680. * Specifies if depth writing should be forced
  20681. */
  20682. forceDepthWrite: boolean;
  20683. /**
  20684. * Specifies if there should be a separate pass for culling
  20685. */
  20686. separateCullingPass: boolean;
  20687. /**
  20688. * Stores the state specifing if fog should be enabled
  20689. */
  20690. private _fogEnabled;
  20691. /**
  20692. * Sets the state for enabling fog
  20693. */
  20694. /**
  20695. * Gets the value of the fog enabled state
  20696. */
  20697. fogEnabled: boolean;
  20698. /**
  20699. * Stores the size of points
  20700. */
  20701. pointSize: number;
  20702. /**
  20703. * Stores the z offset value
  20704. */
  20705. zOffset: number;
  20706. /**
  20707. * Gets a value specifying if wireframe mode is enabled
  20708. */
  20709. /**
  20710. * Sets the state of wireframe mode
  20711. */
  20712. wireframe: boolean;
  20713. /**
  20714. * Gets the value specifying if point clouds are enabled
  20715. */
  20716. /**
  20717. * Sets the state of point cloud mode
  20718. */
  20719. pointsCloud: boolean;
  20720. /**
  20721. * Gets the material fill mode
  20722. */
  20723. /**
  20724. * Sets the material fill mode
  20725. */
  20726. fillMode: number;
  20727. /**
  20728. * @hidden
  20729. * Stores the effects for the material
  20730. */
  20731. _effect: Nullable<Effect>;
  20732. /**
  20733. * @hidden
  20734. * Specifies if the material was previously ready
  20735. */
  20736. _wasPreviouslyReady: boolean;
  20737. /**
  20738. * Specifies if uniform buffers should be used
  20739. */
  20740. private _useUBO;
  20741. /**
  20742. * Stores a reference to the scene
  20743. */
  20744. private _scene;
  20745. /**
  20746. * Stores the fill mode state
  20747. */
  20748. private _fillMode;
  20749. /**
  20750. * Specifies if the depth write state should be cached
  20751. */
  20752. private _cachedDepthWriteState;
  20753. /**
  20754. * Stores the uniform buffer
  20755. */
  20756. protected _uniformBuffer: UniformBuffer;
  20757. /** @hidden */
  20758. _indexInSceneMaterialArray: number;
  20759. /** @hidden */
  20760. meshMap: Nullable<{
  20761. [id: string]: AbstractMesh | undefined;
  20762. }>;
  20763. /**
  20764. * Creates a material instance
  20765. * @param name defines the name of the material
  20766. * @param scene defines the scene to reference
  20767. * @param doNotAdd specifies if the material should be added to the scene
  20768. */
  20769. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20770. /**
  20771. * Returns a string representation of the current material
  20772. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20773. * @returns a string with material information
  20774. */
  20775. toString(fullDetails?: boolean): string;
  20776. /**
  20777. * Gets the class name of the material
  20778. * @returns a string with the class name of the material
  20779. */
  20780. getClassName(): string;
  20781. /**
  20782. * Specifies if updates for the material been locked
  20783. */
  20784. readonly isFrozen: boolean;
  20785. /**
  20786. * Locks updates for the material
  20787. */
  20788. freeze(): void;
  20789. /**
  20790. * Unlocks updates for the material
  20791. */
  20792. unfreeze(): void;
  20793. /**
  20794. * Specifies if the material is ready to be used
  20795. * @param mesh defines the mesh to check
  20796. * @param useInstances specifies if instances should be used
  20797. * @returns a boolean indicating if the material is ready to be used
  20798. */
  20799. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20800. /**
  20801. * Specifies that the submesh is ready to be used
  20802. * @param mesh defines the mesh to check
  20803. * @param subMesh defines which submesh to check
  20804. * @param useInstances specifies that instances should be used
  20805. * @returns a boolean indicating that the submesh is ready or not
  20806. */
  20807. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20808. /**
  20809. * Returns the material effect
  20810. * @returns the effect associated with the material
  20811. */
  20812. getEffect(): Nullable<Effect>;
  20813. /**
  20814. * Returns the current scene
  20815. * @returns a Scene
  20816. */
  20817. getScene(): Scene;
  20818. /**
  20819. * Specifies if the material will require alpha blending
  20820. * @returns a boolean specifying if alpha blending is needed
  20821. */
  20822. needAlphaBlending(): boolean;
  20823. /**
  20824. * Specifies if the mesh will require alpha blending
  20825. * @param mesh defines the mesh to check
  20826. * @returns a boolean specifying if alpha blending is needed for the mesh
  20827. */
  20828. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20829. /**
  20830. * Specifies if this material should be rendered in alpha test mode
  20831. * @returns a boolean specifying if an alpha test is needed.
  20832. */
  20833. needAlphaTesting(): boolean;
  20834. /**
  20835. * Gets the texture used for the alpha test
  20836. * @returns the texture to use for alpha testing
  20837. */
  20838. getAlphaTestTexture(): Nullable<BaseTexture>;
  20839. /**
  20840. * Marks the material to indicate that it needs to be re-calculated
  20841. */
  20842. markDirty(): void;
  20843. /** @hidden */
  20844. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20845. /**
  20846. * Binds the material to the mesh
  20847. * @param world defines the world transformation matrix
  20848. * @param mesh defines the mesh to bind the material to
  20849. */
  20850. bind(world: Matrix, mesh?: Mesh): void;
  20851. /**
  20852. * Binds the submesh to the material
  20853. * @param world defines the world transformation matrix
  20854. * @param mesh defines the mesh containing the submesh
  20855. * @param subMesh defines the submesh to bind the material to
  20856. */
  20857. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20858. /**
  20859. * Binds the world matrix to the material
  20860. * @param world defines the world transformation matrix
  20861. */
  20862. bindOnlyWorldMatrix(world: Matrix): void;
  20863. /**
  20864. * Binds the scene's uniform buffer to the effect.
  20865. * @param effect defines the effect to bind to the scene uniform buffer
  20866. * @param sceneUbo defines the uniform buffer storing scene data
  20867. */
  20868. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20869. /**
  20870. * Binds the view matrix to the effect
  20871. * @param effect defines the effect to bind the view matrix to
  20872. */
  20873. bindView(effect: Effect): void;
  20874. /**
  20875. * Binds the view projection matrix to the effect
  20876. * @param effect defines the effect to bind the view projection matrix to
  20877. */
  20878. bindViewProjection(effect: Effect): void;
  20879. /**
  20880. * Specifies if material alpha testing should be turned on for the mesh
  20881. * @param mesh defines the mesh to check
  20882. */
  20883. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20884. /**
  20885. * Processes to execute after binding the material to a mesh
  20886. * @param mesh defines the rendered mesh
  20887. */
  20888. protected _afterBind(mesh?: Mesh): void;
  20889. /**
  20890. * Unbinds the material from the mesh
  20891. */
  20892. unbind(): void;
  20893. /**
  20894. * Gets the active textures from the material
  20895. * @returns an array of textures
  20896. */
  20897. getActiveTextures(): BaseTexture[];
  20898. /**
  20899. * Specifies if the material uses a texture
  20900. * @param texture defines the texture to check against the material
  20901. * @returns a boolean specifying if the material uses the texture
  20902. */
  20903. hasTexture(texture: BaseTexture): boolean;
  20904. /**
  20905. * Makes a duplicate of the material, and gives it a new name
  20906. * @param name defines the new name for the duplicated material
  20907. * @returns the cloned material
  20908. */
  20909. clone(name: string): Nullable<Material>;
  20910. /**
  20911. * Gets the meshes bound to the material
  20912. * @returns an array of meshes bound to the material
  20913. */
  20914. getBindedMeshes(): AbstractMesh[];
  20915. /**
  20916. * Force shader compilation
  20917. * @param mesh defines the mesh associated with this material
  20918. * @param onCompiled defines a function to execute once the material is compiled
  20919. * @param options defines the options to configure the compilation
  20920. */
  20921. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20922. clipPlane: boolean;
  20923. }>): void;
  20924. /**
  20925. * Force shader compilation
  20926. * @param mesh defines the mesh that will use this material
  20927. * @param options defines additional options for compiling the shaders
  20928. * @returns a promise that resolves when the compilation completes
  20929. */
  20930. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20931. clipPlane: boolean;
  20932. }>): Promise<void>;
  20933. private static readonly _AllDirtyCallBack;
  20934. private static readonly _ImageProcessingDirtyCallBack;
  20935. private static readonly _TextureDirtyCallBack;
  20936. private static readonly _FresnelDirtyCallBack;
  20937. private static readonly _MiscDirtyCallBack;
  20938. private static readonly _LightsDirtyCallBack;
  20939. private static readonly _AttributeDirtyCallBack;
  20940. private static _FresnelAndMiscDirtyCallBack;
  20941. private static _TextureAndMiscDirtyCallBack;
  20942. private static readonly _DirtyCallbackArray;
  20943. private static readonly _RunDirtyCallBacks;
  20944. /**
  20945. * Marks a define in the material to indicate that it needs to be re-computed
  20946. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20947. */
  20948. markAsDirty(flag: number): void;
  20949. /**
  20950. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20951. * @param func defines a function which checks material defines against the submeshes
  20952. */
  20953. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20954. /**
  20955. * Indicates that we need to re-calculated for all submeshes
  20956. */
  20957. protected _markAllSubMeshesAsAllDirty(): void;
  20958. /**
  20959. * Indicates that image processing needs to be re-calculated for all submeshes
  20960. */
  20961. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20962. /**
  20963. * Indicates that textures need to be re-calculated for all submeshes
  20964. */
  20965. protected _markAllSubMeshesAsTexturesDirty(): void;
  20966. /**
  20967. * Indicates that fresnel needs to be re-calculated for all submeshes
  20968. */
  20969. protected _markAllSubMeshesAsFresnelDirty(): void;
  20970. /**
  20971. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20972. */
  20973. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20974. /**
  20975. * Indicates that lights need to be re-calculated for all submeshes
  20976. */
  20977. protected _markAllSubMeshesAsLightsDirty(): void;
  20978. /**
  20979. * Indicates that attributes need to be re-calculated for all submeshes
  20980. */
  20981. protected _markAllSubMeshesAsAttributesDirty(): void;
  20982. /**
  20983. * Indicates that misc needs to be re-calculated for all submeshes
  20984. */
  20985. protected _markAllSubMeshesAsMiscDirty(): void;
  20986. /**
  20987. * Indicates that textures and misc need to be re-calculated for all submeshes
  20988. */
  20989. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20990. /**
  20991. * Disposes the material
  20992. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20993. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20994. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20995. */
  20996. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20997. /** @hidden */
  20998. private releaseVertexArrayObject;
  20999. /**
  21000. * Serializes this material
  21001. * @returns the serialized material object
  21002. */
  21003. serialize(): any;
  21004. /**
  21005. * Creates a material from parsed material data
  21006. * @param parsedMaterial defines parsed material data
  21007. * @param scene defines the hosting scene
  21008. * @param rootUrl defines the root URL to use to load textures
  21009. * @returns a new material
  21010. */
  21011. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21012. }
  21013. }
  21014. declare module "babylonjs/Materials/multiMaterial" {
  21015. import { Nullable } from "babylonjs/types";
  21016. import { Scene } from "babylonjs/scene";
  21017. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21018. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21019. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21020. import { Material } from "babylonjs/Materials/material";
  21021. /**
  21022. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21023. * separate meshes. This can be use to improve performances.
  21024. * @see http://doc.babylonjs.com/how_to/multi_materials
  21025. */
  21026. export class MultiMaterial extends Material {
  21027. private _subMaterials;
  21028. /**
  21029. * Gets or Sets the list of Materials used within the multi material.
  21030. * They need to be ordered according to the submeshes order in the associated mesh
  21031. */
  21032. subMaterials: Nullable<Material>[];
  21033. /**
  21034. * Function used to align with Node.getChildren()
  21035. * @returns the list of Materials used within the multi material
  21036. */
  21037. getChildren(): Nullable<Material>[];
  21038. /**
  21039. * Instantiates a new Multi Material
  21040. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21041. * separate meshes. This can be use to improve performances.
  21042. * @see http://doc.babylonjs.com/how_to/multi_materials
  21043. * @param name Define the name in the scene
  21044. * @param scene Define the scene the material belongs to
  21045. */
  21046. constructor(name: string, scene: Scene);
  21047. private _hookArray;
  21048. /**
  21049. * Get one of the submaterial by its index in the submaterials array
  21050. * @param index The index to look the sub material at
  21051. * @returns The Material if the index has been defined
  21052. */
  21053. getSubMaterial(index: number): Nullable<Material>;
  21054. /**
  21055. * Get the list of active textures for the whole sub materials list.
  21056. * @returns All the textures that will be used during the rendering
  21057. */
  21058. getActiveTextures(): BaseTexture[];
  21059. /**
  21060. * Gets the current class name of the material e.g. "MultiMaterial"
  21061. * Mainly use in serialization.
  21062. * @returns the class name
  21063. */
  21064. getClassName(): string;
  21065. /**
  21066. * Checks if the material is ready to render the requested sub mesh
  21067. * @param mesh Define the mesh the submesh belongs to
  21068. * @param subMesh Define the sub mesh to look readyness for
  21069. * @param useInstances Define whether or not the material is used with instances
  21070. * @returns true if ready, otherwise false
  21071. */
  21072. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21073. /**
  21074. * Clones the current material and its related sub materials
  21075. * @param name Define the name of the newly cloned material
  21076. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21077. * @returns the cloned material
  21078. */
  21079. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21080. /**
  21081. * Serializes the materials into a JSON representation.
  21082. * @returns the JSON representation
  21083. */
  21084. serialize(): any;
  21085. /**
  21086. * Dispose the material and release its associated resources
  21087. * @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)
  21088. * @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)
  21089. * @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)
  21090. */
  21091. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21092. /**
  21093. * Creates a MultiMaterial from parsed MultiMaterial data.
  21094. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21095. * @param scene defines the hosting scene
  21096. * @returns a new MultiMaterial
  21097. */
  21098. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21099. }
  21100. }
  21101. declare module "babylonjs/Meshes/subMesh" {
  21102. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21103. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21104. import { Engine } from "babylonjs/Engines/engine";
  21105. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21106. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21107. import { Effect } from "babylonjs/Materials/effect";
  21108. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21109. import { Plane } from "babylonjs/Maths/math.plane";
  21110. import { Collider } from "babylonjs/Collisions/collider";
  21111. import { Material } from "babylonjs/Materials/material";
  21112. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21113. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21114. import { Mesh } from "babylonjs/Meshes/mesh";
  21115. import { Ray } from "babylonjs/Culling/ray";
  21116. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21117. /**
  21118. * Base class for submeshes
  21119. */
  21120. export class BaseSubMesh {
  21121. /** @hidden */
  21122. _materialDefines: Nullable<MaterialDefines>;
  21123. /** @hidden */
  21124. _materialEffect: Nullable<Effect>;
  21125. /**
  21126. * Gets associated effect
  21127. */
  21128. readonly effect: Nullable<Effect>;
  21129. /**
  21130. * Sets associated effect (effect used to render this submesh)
  21131. * @param effect defines the effect to associate with
  21132. * @param defines defines the set of defines used to compile this effect
  21133. */
  21134. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21135. }
  21136. /**
  21137. * Defines a subdivision inside a mesh
  21138. */
  21139. export class SubMesh extends BaseSubMesh implements ICullable {
  21140. /** the material index to use */
  21141. materialIndex: number;
  21142. /** vertex index start */
  21143. verticesStart: number;
  21144. /** vertices count */
  21145. verticesCount: number;
  21146. /** index start */
  21147. indexStart: number;
  21148. /** indices count */
  21149. indexCount: number;
  21150. /** @hidden */
  21151. _linesIndexCount: number;
  21152. private _mesh;
  21153. private _renderingMesh;
  21154. private _boundingInfo;
  21155. private _linesIndexBuffer;
  21156. /** @hidden */
  21157. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21158. /** @hidden */
  21159. _trianglePlanes: Plane[];
  21160. /** @hidden */
  21161. _lastColliderTransformMatrix: Nullable<Matrix>;
  21162. /** @hidden */
  21163. _renderId: number;
  21164. /** @hidden */
  21165. _alphaIndex: number;
  21166. /** @hidden */
  21167. _distanceToCamera: number;
  21168. /** @hidden */
  21169. _id: number;
  21170. private _currentMaterial;
  21171. /**
  21172. * Add a new submesh to a mesh
  21173. * @param materialIndex defines the material index to use
  21174. * @param verticesStart defines vertex index start
  21175. * @param verticesCount defines vertices count
  21176. * @param indexStart defines index start
  21177. * @param indexCount defines indices count
  21178. * @param mesh defines the parent mesh
  21179. * @param renderingMesh defines an optional rendering mesh
  21180. * @param createBoundingBox defines if bounding box should be created for this submesh
  21181. * @returns the new submesh
  21182. */
  21183. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21184. /**
  21185. * Creates a new submesh
  21186. * @param materialIndex defines the material index to use
  21187. * @param verticesStart defines vertex index start
  21188. * @param verticesCount defines vertices count
  21189. * @param indexStart defines index start
  21190. * @param indexCount defines indices count
  21191. * @param mesh defines the parent mesh
  21192. * @param renderingMesh defines an optional rendering mesh
  21193. * @param createBoundingBox defines if bounding box should be created for this submesh
  21194. */
  21195. constructor(
  21196. /** the material index to use */
  21197. materialIndex: number,
  21198. /** vertex index start */
  21199. verticesStart: number,
  21200. /** vertices count */
  21201. verticesCount: number,
  21202. /** index start */
  21203. indexStart: number,
  21204. /** indices count */
  21205. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21206. /**
  21207. * Returns true if this submesh covers the entire parent mesh
  21208. * @ignorenaming
  21209. */
  21210. readonly IsGlobal: boolean;
  21211. /**
  21212. * Returns the submesh BoudingInfo object
  21213. * @returns current bounding info (or mesh's one if the submesh is global)
  21214. */
  21215. getBoundingInfo(): BoundingInfo;
  21216. /**
  21217. * Sets the submesh BoundingInfo
  21218. * @param boundingInfo defines the new bounding info to use
  21219. * @returns the SubMesh
  21220. */
  21221. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21222. /**
  21223. * Returns the mesh of the current submesh
  21224. * @return the parent mesh
  21225. */
  21226. getMesh(): AbstractMesh;
  21227. /**
  21228. * Returns the rendering mesh of the submesh
  21229. * @returns the rendering mesh (could be different from parent mesh)
  21230. */
  21231. getRenderingMesh(): Mesh;
  21232. /**
  21233. * Returns the submesh material
  21234. * @returns null or the current material
  21235. */
  21236. getMaterial(): Nullable<Material>;
  21237. /**
  21238. * Sets a new updated BoundingInfo object to the submesh
  21239. * @param data defines an optional position array to use to determine the bounding info
  21240. * @returns the SubMesh
  21241. */
  21242. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21243. /** @hidden */
  21244. _checkCollision(collider: Collider): boolean;
  21245. /**
  21246. * Updates the submesh BoundingInfo
  21247. * @param world defines the world matrix to use to update the bounding info
  21248. * @returns the submesh
  21249. */
  21250. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21251. /**
  21252. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21253. * @param frustumPlanes defines the frustum planes
  21254. * @returns true if the submesh is intersecting with the frustum
  21255. */
  21256. isInFrustum(frustumPlanes: Plane[]): boolean;
  21257. /**
  21258. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21259. * @param frustumPlanes defines the frustum planes
  21260. * @returns true if the submesh is inside the frustum
  21261. */
  21262. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21263. /**
  21264. * Renders the submesh
  21265. * @param enableAlphaMode defines if alpha needs to be used
  21266. * @returns the submesh
  21267. */
  21268. render(enableAlphaMode: boolean): SubMesh;
  21269. /**
  21270. * @hidden
  21271. */
  21272. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21273. /**
  21274. * Checks if the submesh intersects with a ray
  21275. * @param ray defines the ray to test
  21276. * @returns true is the passed ray intersects the submesh bounding box
  21277. */
  21278. canIntersects(ray: Ray): boolean;
  21279. /**
  21280. * Intersects current submesh with a ray
  21281. * @param ray defines the ray to test
  21282. * @param positions defines mesh's positions array
  21283. * @param indices defines mesh's indices array
  21284. * @param fastCheck defines if only bounding info should be used
  21285. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21286. * @returns intersection info or null if no intersection
  21287. */
  21288. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21289. /** @hidden */
  21290. private _intersectLines;
  21291. /** @hidden */
  21292. private _intersectUnIndexedLines;
  21293. /** @hidden */
  21294. private _intersectTriangles;
  21295. /** @hidden */
  21296. private _intersectUnIndexedTriangles;
  21297. /** @hidden */
  21298. _rebuild(): void;
  21299. /**
  21300. * Creates a new submesh from the passed mesh
  21301. * @param newMesh defines the new hosting mesh
  21302. * @param newRenderingMesh defines an optional rendering mesh
  21303. * @returns the new submesh
  21304. */
  21305. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21306. /**
  21307. * Release associated resources
  21308. */
  21309. dispose(): void;
  21310. /**
  21311. * Gets the class name
  21312. * @returns the string "SubMesh".
  21313. */
  21314. getClassName(): string;
  21315. /**
  21316. * Creates a new submesh from indices data
  21317. * @param materialIndex the index of the main mesh material
  21318. * @param startIndex the index where to start the copy in the mesh indices array
  21319. * @param indexCount the number of indices to copy then from the startIndex
  21320. * @param mesh the main mesh to create the submesh from
  21321. * @param renderingMesh the optional rendering mesh
  21322. * @returns a new submesh
  21323. */
  21324. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21325. }
  21326. }
  21327. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21328. /**
  21329. * Class used to represent data loading progression
  21330. */
  21331. export class SceneLoaderFlags {
  21332. private static _ForceFullSceneLoadingForIncremental;
  21333. private static _ShowLoadingScreen;
  21334. private static _CleanBoneMatrixWeights;
  21335. private static _loggingLevel;
  21336. /**
  21337. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21338. */
  21339. static ForceFullSceneLoadingForIncremental: boolean;
  21340. /**
  21341. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21342. */
  21343. static ShowLoadingScreen: boolean;
  21344. /**
  21345. * Defines the current logging level (while loading the scene)
  21346. * @ignorenaming
  21347. */
  21348. static loggingLevel: number;
  21349. /**
  21350. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21351. */
  21352. static CleanBoneMatrixWeights: boolean;
  21353. }
  21354. }
  21355. declare module "babylonjs/Meshes/geometry" {
  21356. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21357. import { Scene } from "babylonjs/scene";
  21358. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21359. import { Engine } from "babylonjs/Engines/engine";
  21360. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21361. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21362. import { Effect } from "babylonjs/Materials/effect";
  21363. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21364. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21365. import { Mesh } from "babylonjs/Meshes/mesh";
  21366. /**
  21367. * Class used to store geometry data (vertex buffers + index buffer)
  21368. */
  21369. export class Geometry implements IGetSetVerticesData {
  21370. /**
  21371. * Gets or sets the ID of the geometry
  21372. */
  21373. id: string;
  21374. /**
  21375. * Gets or sets the unique ID of the geometry
  21376. */
  21377. uniqueId: number;
  21378. /**
  21379. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21380. */
  21381. delayLoadState: number;
  21382. /**
  21383. * Gets the file containing the data to load when running in delay load state
  21384. */
  21385. delayLoadingFile: Nullable<string>;
  21386. /**
  21387. * Callback called when the geometry is updated
  21388. */
  21389. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21390. private _scene;
  21391. private _engine;
  21392. private _meshes;
  21393. private _totalVertices;
  21394. /** @hidden */
  21395. _indices: IndicesArray;
  21396. /** @hidden */
  21397. _vertexBuffers: {
  21398. [key: string]: VertexBuffer;
  21399. };
  21400. private _isDisposed;
  21401. private _extend;
  21402. private _boundingBias;
  21403. /** @hidden */
  21404. _delayInfo: Array<string>;
  21405. private _indexBuffer;
  21406. private _indexBufferIsUpdatable;
  21407. /** @hidden */
  21408. _boundingInfo: Nullable<BoundingInfo>;
  21409. /** @hidden */
  21410. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21411. /** @hidden */
  21412. _softwareSkinningFrameId: number;
  21413. private _vertexArrayObjects;
  21414. private _updatable;
  21415. /** @hidden */
  21416. _positions: Nullable<Vector3[]>;
  21417. /**
  21418. * 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
  21419. */
  21420. /**
  21421. * 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
  21422. */
  21423. boundingBias: Vector2;
  21424. /**
  21425. * Static function used to attach a new empty geometry to a mesh
  21426. * @param mesh defines the mesh to attach the geometry to
  21427. * @returns the new Geometry
  21428. */
  21429. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21430. /**
  21431. * Creates a new geometry
  21432. * @param id defines the unique ID
  21433. * @param scene defines the hosting scene
  21434. * @param vertexData defines the VertexData used to get geometry data
  21435. * @param updatable defines if geometry must be updatable (false by default)
  21436. * @param mesh defines the mesh that will be associated with the geometry
  21437. */
  21438. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21439. /**
  21440. * Gets the current extend of the geometry
  21441. */
  21442. readonly extend: {
  21443. minimum: Vector3;
  21444. maximum: Vector3;
  21445. };
  21446. /**
  21447. * Gets the hosting scene
  21448. * @returns the hosting Scene
  21449. */
  21450. getScene(): Scene;
  21451. /**
  21452. * Gets the hosting engine
  21453. * @returns the hosting Engine
  21454. */
  21455. getEngine(): Engine;
  21456. /**
  21457. * Defines if the geometry is ready to use
  21458. * @returns true if the geometry is ready to be used
  21459. */
  21460. isReady(): boolean;
  21461. /**
  21462. * Gets a value indicating that the geometry should not be serialized
  21463. */
  21464. readonly doNotSerialize: boolean;
  21465. /** @hidden */
  21466. _rebuild(): void;
  21467. /**
  21468. * Affects all geometry data in one call
  21469. * @param vertexData defines the geometry data
  21470. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21471. */
  21472. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21473. /**
  21474. * Set specific vertex data
  21475. * @param kind defines the data kind (Position, normal, etc...)
  21476. * @param data defines the vertex data to use
  21477. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21478. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21479. */
  21480. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21481. /**
  21482. * Removes a specific vertex data
  21483. * @param kind defines the data kind (Position, normal, etc...)
  21484. */
  21485. removeVerticesData(kind: string): void;
  21486. /**
  21487. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21488. * @param buffer defines the vertex buffer to use
  21489. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21490. */
  21491. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21492. /**
  21493. * Update a specific vertex buffer
  21494. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21495. * It will do nothing if the buffer is not updatable
  21496. * @param kind defines the data kind (Position, normal, etc...)
  21497. * @param data defines the data to use
  21498. * @param offset defines the offset in the target buffer where to store the data
  21499. * @param useBytes set to true if the offset is in bytes
  21500. */
  21501. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21502. /**
  21503. * Update a specific vertex buffer
  21504. * This function will create a new buffer if the current one is not updatable
  21505. * @param kind defines the data kind (Position, normal, etc...)
  21506. * @param data defines the data to use
  21507. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21508. */
  21509. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21510. private _updateBoundingInfo;
  21511. /** @hidden */
  21512. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21513. /**
  21514. * Gets total number of vertices
  21515. * @returns the total number of vertices
  21516. */
  21517. getTotalVertices(): number;
  21518. /**
  21519. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21520. * @param kind defines the data kind (Position, normal, etc...)
  21521. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21522. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21523. * @returns a float array containing vertex data
  21524. */
  21525. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21526. /**
  21527. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21528. * @param kind defines the data kind (Position, normal, etc...)
  21529. * @returns true if the vertex buffer with the specified kind is updatable
  21530. */
  21531. isVertexBufferUpdatable(kind: string): boolean;
  21532. /**
  21533. * Gets a specific vertex buffer
  21534. * @param kind defines the data kind (Position, normal, etc...)
  21535. * @returns a VertexBuffer
  21536. */
  21537. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21538. /**
  21539. * Returns all vertex buffers
  21540. * @return an object holding all vertex buffers indexed by kind
  21541. */
  21542. getVertexBuffers(): Nullable<{
  21543. [key: string]: VertexBuffer;
  21544. }>;
  21545. /**
  21546. * Gets a boolean indicating if specific vertex buffer is present
  21547. * @param kind defines the data kind (Position, normal, etc...)
  21548. * @returns true if data is present
  21549. */
  21550. isVerticesDataPresent(kind: string): boolean;
  21551. /**
  21552. * Gets a list of all attached data kinds (Position, normal, etc...)
  21553. * @returns a list of string containing all kinds
  21554. */
  21555. getVerticesDataKinds(): string[];
  21556. /**
  21557. * Update index buffer
  21558. * @param indices defines the indices to store in the index buffer
  21559. * @param offset defines the offset in the target buffer where to store the data
  21560. * @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)
  21561. */
  21562. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21563. /**
  21564. * Creates a new index buffer
  21565. * @param indices defines the indices to store in the index buffer
  21566. * @param totalVertices defines the total number of vertices (could be null)
  21567. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21568. */
  21569. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21570. /**
  21571. * Return the total number of indices
  21572. * @returns the total number of indices
  21573. */
  21574. getTotalIndices(): number;
  21575. /**
  21576. * Gets the index buffer array
  21577. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21578. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21579. * @returns the index buffer array
  21580. */
  21581. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21582. /**
  21583. * Gets the index buffer
  21584. * @return the index buffer
  21585. */
  21586. getIndexBuffer(): Nullable<DataBuffer>;
  21587. /** @hidden */
  21588. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21589. /**
  21590. * Release the associated resources for a specific mesh
  21591. * @param mesh defines the source mesh
  21592. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21593. */
  21594. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21595. /**
  21596. * Apply current geometry to a given mesh
  21597. * @param mesh defines the mesh to apply geometry to
  21598. */
  21599. applyToMesh(mesh: Mesh): void;
  21600. private _updateExtend;
  21601. private _applyToMesh;
  21602. private notifyUpdate;
  21603. /**
  21604. * Load the geometry if it was flagged as delay loaded
  21605. * @param scene defines the hosting scene
  21606. * @param onLoaded defines a callback called when the geometry is loaded
  21607. */
  21608. load(scene: Scene, onLoaded?: () => void): void;
  21609. private _queueLoad;
  21610. /**
  21611. * Invert the geometry to move from a right handed system to a left handed one.
  21612. */
  21613. toLeftHanded(): void;
  21614. /** @hidden */
  21615. _resetPointsArrayCache(): void;
  21616. /** @hidden */
  21617. _generatePointsArray(): boolean;
  21618. /**
  21619. * Gets a value indicating if the geometry is disposed
  21620. * @returns true if the geometry was disposed
  21621. */
  21622. isDisposed(): boolean;
  21623. private _disposeVertexArrayObjects;
  21624. /**
  21625. * Free all associated resources
  21626. */
  21627. dispose(): void;
  21628. /**
  21629. * Clone the current geometry into a new geometry
  21630. * @param id defines the unique ID of the new geometry
  21631. * @returns a new geometry object
  21632. */
  21633. copy(id: string): Geometry;
  21634. /**
  21635. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21636. * @return a JSON representation of the current geometry data (without the vertices data)
  21637. */
  21638. serialize(): any;
  21639. private toNumberArray;
  21640. /**
  21641. * Serialize all vertices data into a JSON oject
  21642. * @returns a JSON representation of the current geometry data
  21643. */
  21644. serializeVerticeData(): any;
  21645. /**
  21646. * Extracts a clone of a mesh geometry
  21647. * @param mesh defines the source mesh
  21648. * @param id defines the unique ID of the new geometry object
  21649. * @returns the new geometry object
  21650. */
  21651. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21652. /**
  21653. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21654. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21655. * Be aware Math.random() could cause collisions, but:
  21656. * "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"
  21657. * @returns a string containing a new GUID
  21658. */
  21659. static RandomId(): string;
  21660. /** @hidden */
  21661. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21662. private static _CleanMatricesWeights;
  21663. /**
  21664. * Create a new geometry from persisted data (Using .babylon file format)
  21665. * @param parsedVertexData defines the persisted data
  21666. * @param scene defines the hosting scene
  21667. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21668. * @returns the new geometry object
  21669. */
  21670. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21671. }
  21672. }
  21673. declare module "babylonjs/Meshes/mesh.vertexData" {
  21674. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21675. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21676. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21677. import { Geometry } from "babylonjs/Meshes/geometry";
  21678. import { Mesh } from "babylonjs/Meshes/mesh";
  21679. /**
  21680. * Define an interface for all classes that will get and set the data on vertices
  21681. */
  21682. export interface IGetSetVerticesData {
  21683. /**
  21684. * Gets a boolean indicating if specific vertex data is present
  21685. * @param kind defines the vertex data kind to use
  21686. * @returns true is data kind is present
  21687. */
  21688. isVerticesDataPresent(kind: string): boolean;
  21689. /**
  21690. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21691. * @param kind defines the data kind (Position, normal, etc...)
  21692. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21693. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21694. * @returns a float array containing vertex data
  21695. */
  21696. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21697. /**
  21698. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21699. * @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.
  21700. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21701. * @returns the indices array or an empty array if the mesh has no geometry
  21702. */
  21703. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21704. /**
  21705. * Set specific vertex data
  21706. * @param kind defines the data kind (Position, normal, etc...)
  21707. * @param data defines the vertex data to use
  21708. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21709. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21710. */
  21711. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21712. /**
  21713. * Update a specific associated vertex buffer
  21714. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21715. * - VertexBuffer.PositionKind
  21716. * - VertexBuffer.UVKind
  21717. * - VertexBuffer.UV2Kind
  21718. * - VertexBuffer.UV3Kind
  21719. * - VertexBuffer.UV4Kind
  21720. * - VertexBuffer.UV5Kind
  21721. * - VertexBuffer.UV6Kind
  21722. * - VertexBuffer.ColorKind
  21723. * - VertexBuffer.MatricesIndicesKind
  21724. * - VertexBuffer.MatricesIndicesExtraKind
  21725. * - VertexBuffer.MatricesWeightsKind
  21726. * - VertexBuffer.MatricesWeightsExtraKind
  21727. * @param data defines the data source
  21728. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21729. * @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)
  21730. */
  21731. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21732. /**
  21733. * Creates a new index buffer
  21734. * @param indices defines the indices to store in the index buffer
  21735. * @param totalVertices defines the total number of vertices (could be null)
  21736. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21737. */
  21738. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21739. }
  21740. /**
  21741. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21742. */
  21743. export class VertexData {
  21744. /**
  21745. * Mesh side orientation : usually the external or front surface
  21746. */
  21747. static readonly FRONTSIDE: number;
  21748. /**
  21749. * Mesh side orientation : usually the internal or back surface
  21750. */
  21751. static readonly BACKSIDE: number;
  21752. /**
  21753. * Mesh side orientation : both internal and external or front and back surfaces
  21754. */
  21755. static readonly DOUBLESIDE: number;
  21756. /**
  21757. * Mesh side orientation : by default, `FRONTSIDE`
  21758. */
  21759. static readonly DEFAULTSIDE: number;
  21760. /**
  21761. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21762. */
  21763. positions: Nullable<FloatArray>;
  21764. /**
  21765. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21766. */
  21767. normals: Nullable<FloatArray>;
  21768. /**
  21769. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21770. */
  21771. tangents: Nullable<FloatArray>;
  21772. /**
  21773. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21774. */
  21775. uvs: Nullable<FloatArray>;
  21776. /**
  21777. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21778. */
  21779. uvs2: Nullable<FloatArray>;
  21780. /**
  21781. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21782. */
  21783. uvs3: Nullable<FloatArray>;
  21784. /**
  21785. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21786. */
  21787. uvs4: Nullable<FloatArray>;
  21788. /**
  21789. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21790. */
  21791. uvs5: Nullable<FloatArray>;
  21792. /**
  21793. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21794. */
  21795. uvs6: Nullable<FloatArray>;
  21796. /**
  21797. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21798. */
  21799. colors: Nullable<FloatArray>;
  21800. /**
  21801. * 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).
  21802. */
  21803. matricesIndices: Nullable<FloatArray>;
  21804. /**
  21805. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21806. */
  21807. matricesWeights: Nullable<FloatArray>;
  21808. /**
  21809. * An array extending the number of possible indices
  21810. */
  21811. matricesIndicesExtra: Nullable<FloatArray>;
  21812. /**
  21813. * An array extending the number of possible weights when the number of indices is extended
  21814. */
  21815. matricesWeightsExtra: Nullable<FloatArray>;
  21816. /**
  21817. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21818. */
  21819. indices: Nullable<IndicesArray>;
  21820. /**
  21821. * Uses the passed data array to set the set the values for the specified kind of data
  21822. * @param data a linear array of floating numbers
  21823. * @param kind the type of data that is being set, eg positions, colors etc
  21824. */
  21825. set(data: FloatArray, kind: string): void;
  21826. /**
  21827. * Associates the vertexData to the passed Mesh.
  21828. * Sets it as updatable or not (default `false`)
  21829. * @param mesh the mesh the vertexData is applied to
  21830. * @param updatable when used and having the value true allows new data to update the vertexData
  21831. * @returns the VertexData
  21832. */
  21833. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21834. /**
  21835. * Associates the vertexData to the passed Geometry.
  21836. * Sets it as updatable or not (default `false`)
  21837. * @param geometry the geometry the vertexData is applied to
  21838. * @param updatable when used and having the value true allows new data to update the vertexData
  21839. * @returns VertexData
  21840. */
  21841. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21842. /**
  21843. * Updates the associated mesh
  21844. * @param mesh the mesh to be updated
  21845. * @param updateExtends when true the mesh 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. updateMesh(mesh: Mesh): VertexData;
  21850. /**
  21851. * Updates the associated geometry
  21852. * @param geometry the geometry to be updated
  21853. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21854. * @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
  21855. * @returns VertexData.
  21856. */
  21857. updateGeometry(geometry: Geometry): VertexData;
  21858. private _applyTo;
  21859. private _update;
  21860. /**
  21861. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21862. * @param matrix the transforming matrix
  21863. * @returns the VertexData
  21864. */
  21865. transform(matrix: Matrix): VertexData;
  21866. /**
  21867. * Merges the passed VertexData into the current one
  21868. * @param other the VertexData to be merged into the current one
  21869. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21870. * @returns the modified VertexData
  21871. */
  21872. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21873. private _mergeElement;
  21874. private _validate;
  21875. /**
  21876. * Serializes the VertexData
  21877. * @returns a serialized object
  21878. */
  21879. serialize(): any;
  21880. /**
  21881. * Extracts the vertexData from a mesh
  21882. * @param mesh the mesh from which to extract the VertexData
  21883. * @param copyWhenShared defines if the VertexData must be cloned when 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 ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21888. /**
  21889. * Extracts the vertexData from the geometry
  21890. * @param geometry the geometry from which to extract the VertexData
  21891. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21892. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21893. * @returns the object VertexData associated to the passed mesh
  21894. */
  21895. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21896. private static _ExtractFrom;
  21897. /**
  21898. * Creates the VertexData for a Ribbon
  21899. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21900. * * pathArray array of paths, each of which an array of successive Vector3
  21901. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21902. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21903. * * 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
  21904. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21905. * * 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)
  21906. * * 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)
  21907. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21908. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21909. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21910. * @returns the VertexData of the ribbon
  21911. */
  21912. static CreateRibbon(options: {
  21913. pathArray: Vector3[][];
  21914. closeArray?: boolean;
  21915. closePath?: boolean;
  21916. offset?: number;
  21917. sideOrientation?: number;
  21918. frontUVs?: Vector4;
  21919. backUVs?: Vector4;
  21920. invertUV?: boolean;
  21921. uvs?: Vector2[];
  21922. colors?: Color4[];
  21923. }): VertexData;
  21924. /**
  21925. * Creates the VertexData for a box
  21926. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21927. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21928. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21929. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21930. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21931. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21932. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21933. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21934. * * 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)
  21935. * * 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)
  21936. * @returns the VertexData of the box
  21937. */
  21938. static CreateBox(options: {
  21939. size?: number;
  21940. width?: number;
  21941. height?: number;
  21942. depth?: number;
  21943. faceUV?: Vector4[];
  21944. faceColors?: Color4[];
  21945. sideOrientation?: number;
  21946. frontUVs?: Vector4;
  21947. backUVs?: Vector4;
  21948. }): VertexData;
  21949. /**
  21950. * Creates the VertexData for a tiled box
  21951. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21952. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21953. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21954. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21955. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21956. * @returns the VertexData of the box
  21957. */
  21958. static CreateTiledBox(options: {
  21959. pattern?: number;
  21960. width?: number;
  21961. height?: number;
  21962. depth?: number;
  21963. tileSize?: number;
  21964. tileWidth?: number;
  21965. tileHeight?: number;
  21966. alignHorizontal?: number;
  21967. alignVertical?: number;
  21968. faceUV?: Vector4[];
  21969. faceColors?: Color4[];
  21970. sideOrientation?: number;
  21971. }): VertexData;
  21972. /**
  21973. * Creates the VertexData for a tiled plane
  21974. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21975. * * pattern a limited pattern arrangement depending on the number
  21976. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21977. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21978. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21979. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21980. * * 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)
  21981. * * 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)
  21982. * @returns the VertexData of the tiled plane
  21983. */
  21984. static CreateTiledPlane(options: {
  21985. pattern?: number;
  21986. tileSize?: number;
  21987. tileWidth?: number;
  21988. tileHeight?: number;
  21989. size?: number;
  21990. width?: number;
  21991. height?: number;
  21992. alignHorizontal?: number;
  21993. alignVertical?: number;
  21994. sideOrientation?: number;
  21995. frontUVs?: Vector4;
  21996. backUVs?: Vector4;
  21997. }): VertexData;
  21998. /**
  21999. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22000. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22001. * * segments sets the number of horizontal strips optional, default 32
  22002. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22003. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22004. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22005. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22006. * * 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
  22007. * * 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
  22008. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22009. * * 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)
  22010. * * 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)
  22011. * @returns the VertexData of the ellipsoid
  22012. */
  22013. static CreateSphere(options: {
  22014. segments?: number;
  22015. diameter?: number;
  22016. diameterX?: number;
  22017. diameterY?: number;
  22018. diameterZ?: number;
  22019. arc?: number;
  22020. slice?: number;
  22021. sideOrientation?: number;
  22022. frontUVs?: Vector4;
  22023. backUVs?: Vector4;
  22024. }): VertexData;
  22025. /**
  22026. * Creates the VertexData for a cylinder, cone or prism
  22027. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22028. * * height sets the height (y direction) of the cylinder, optional, default 2
  22029. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22030. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22031. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22032. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22033. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22034. * * 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
  22035. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22036. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22037. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22038. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22039. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22040. * * 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)
  22041. * * 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)
  22042. * @returns the VertexData of the cylinder, cone or prism
  22043. */
  22044. static CreateCylinder(options: {
  22045. height?: number;
  22046. diameterTop?: number;
  22047. diameterBottom?: number;
  22048. diameter?: number;
  22049. tessellation?: number;
  22050. subdivisions?: number;
  22051. arc?: number;
  22052. faceColors?: Color4[];
  22053. faceUV?: Vector4[];
  22054. hasRings?: boolean;
  22055. enclose?: boolean;
  22056. sideOrientation?: number;
  22057. frontUVs?: Vector4;
  22058. backUVs?: Vector4;
  22059. }): VertexData;
  22060. /**
  22061. * Creates the VertexData for a torus
  22062. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22063. * * diameter the diameter of the torus, optional default 1
  22064. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22065. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22066. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22067. * * 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)
  22068. * * 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)
  22069. * @returns the VertexData of the torus
  22070. */
  22071. static CreateTorus(options: {
  22072. diameter?: number;
  22073. thickness?: number;
  22074. tessellation?: number;
  22075. sideOrientation?: number;
  22076. frontUVs?: Vector4;
  22077. backUVs?: Vector4;
  22078. }): VertexData;
  22079. /**
  22080. * Creates the VertexData of the LineSystem
  22081. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22082. * - lines an array of lines, each line being an array of successive Vector3
  22083. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22084. * @returns the VertexData of the LineSystem
  22085. */
  22086. static CreateLineSystem(options: {
  22087. lines: Vector3[][];
  22088. colors?: Nullable<Color4[][]>;
  22089. }): VertexData;
  22090. /**
  22091. * Create the VertexData for a DashedLines
  22092. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22093. * - points an array successive Vector3
  22094. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22095. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22096. * - dashNb the intended total number of dashes, optional, default 200
  22097. * @returns the VertexData for the DashedLines
  22098. */
  22099. static CreateDashedLines(options: {
  22100. points: Vector3[];
  22101. dashSize?: number;
  22102. gapSize?: number;
  22103. dashNb?: number;
  22104. }): VertexData;
  22105. /**
  22106. * Creates the VertexData for a Ground
  22107. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22108. * - width the width (x direction) of the ground, optional, default 1
  22109. * - height the height (z direction) of the ground, optional, default 1
  22110. * - subdivisions the number of subdivisions per side, optional, default 1
  22111. * @returns the VertexData of the Ground
  22112. */
  22113. static CreateGround(options: {
  22114. width?: number;
  22115. height?: number;
  22116. subdivisions?: number;
  22117. subdivisionsX?: number;
  22118. subdivisionsY?: number;
  22119. }): VertexData;
  22120. /**
  22121. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22122. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22123. * * xmin the ground minimum X coordinate, optional, default -1
  22124. * * zmin the ground minimum Z coordinate, optional, default -1
  22125. * * xmax the ground maximum X coordinate, optional, default 1
  22126. * * zmax the ground maximum Z coordinate, optional, default 1
  22127. * * 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}
  22128. * * 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}
  22129. * @returns the VertexData of the TiledGround
  22130. */
  22131. static CreateTiledGround(options: {
  22132. xmin: number;
  22133. zmin: number;
  22134. xmax: number;
  22135. zmax: number;
  22136. subdivisions?: {
  22137. w: number;
  22138. h: number;
  22139. };
  22140. precision?: {
  22141. w: number;
  22142. h: number;
  22143. };
  22144. }): VertexData;
  22145. /**
  22146. * Creates the VertexData of the Ground designed from a heightmap
  22147. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22148. * * width the width (x direction) of the ground
  22149. * * height the height (z direction) of the ground
  22150. * * subdivisions the number of subdivisions per side
  22151. * * minHeight the minimum altitude on the ground, optional, default 0
  22152. * * maxHeight the maximum altitude on the ground, optional default 1
  22153. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22154. * * buffer the array holding the image color data
  22155. * * bufferWidth the width of image
  22156. * * bufferHeight the height of image
  22157. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22158. * @returns the VertexData of the Ground designed from a heightmap
  22159. */
  22160. static CreateGroundFromHeightMap(options: {
  22161. width: number;
  22162. height: number;
  22163. subdivisions: number;
  22164. minHeight: number;
  22165. maxHeight: number;
  22166. colorFilter: Color3;
  22167. buffer: Uint8Array;
  22168. bufferWidth: number;
  22169. bufferHeight: number;
  22170. alphaFilter: number;
  22171. }): VertexData;
  22172. /**
  22173. * Creates the VertexData for a Plane
  22174. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22175. * * size sets the width and height of the plane to the value of size, optional default 1
  22176. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22177. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22178. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22179. * * 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)
  22180. * * 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)
  22181. * @returns the VertexData of the box
  22182. */
  22183. static CreatePlane(options: {
  22184. size?: number;
  22185. width?: number;
  22186. height?: number;
  22187. sideOrientation?: number;
  22188. frontUVs?: Vector4;
  22189. backUVs?: Vector4;
  22190. }): VertexData;
  22191. /**
  22192. * Creates the VertexData of the Disc or regular Polygon
  22193. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22194. * * radius the radius of the disc, optional default 0.5
  22195. * * tessellation the number of polygon sides, optional, default 64
  22196. * * 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
  22197. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22198. * * 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)
  22199. * * 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)
  22200. * @returns the VertexData of the box
  22201. */
  22202. static CreateDisc(options: {
  22203. radius?: number;
  22204. tessellation?: number;
  22205. arc?: number;
  22206. sideOrientation?: number;
  22207. frontUVs?: Vector4;
  22208. backUVs?: Vector4;
  22209. }): VertexData;
  22210. /**
  22211. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22212. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22213. * @param polygon a mesh built from polygonTriangulation.build()
  22214. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22215. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22216. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22217. * @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)
  22218. * @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)
  22219. * @returns the VertexData of the Polygon
  22220. */
  22221. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22222. /**
  22223. * Creates the VertexData of the IcoSphere
  22224. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22225. * * radius the radius of the IcoSphere, optional default 1
  22226. * * radiusX allows stretching in the x direction, optional, default radius
  22227. * * radiusY allows stretching in the y direction, optional, default radius
  22228. * * radiusZ allows stretching in the z direction, optional, default radius
  22229. * * flat when true creates a flat shaded mesh, optional, default true
  22230. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22231. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22232. * * 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)
  22233. * * 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)
  22234. * @returns the VertexData of the IcoSphere
  22235. */
  22236. static CreateIcoSphere(options: {
  22237. radius?: number;
  22238. radiusX?: number;
  22239. radiusY?: number;
  22240. radiusZ?: number;
  22241. flat?: boolean;
  22242. subdivisions?: number;
  22243. sideOrientation?: number;
  22244. frontUVs?: Vector4;
  22245. backUVs?: Vector4;
  22246. }): VertexData;
  22247. /**
  22248. * Creates the VertexData for a Polyhedron
  22249. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22250. * * type provided types are:
  22251. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22252. * * 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)
  22253. * * size the size of the IcoSphere, optional default 1
  22254. * * sizeX allows stretching in the x direction, optional, default size
  22255. * * sizeY allows stretching in the y direction, optional, default size
  22256. * * sizeZ allows stretching in the z direction, optional, default size
  22257. * * 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
  22258. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22259. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22260. * * flat when true creates a flat shaded mesh, optional, default true
  22261. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22262. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22263. * * 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)
  22264. * * 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)
  22265. * @returns the VertexData of the Polyhedron
  22266. */
  22267. static CreatePolyhedron(options: {
  22268. type?: number;
  22269. size?: number;
  22270. sizeX?: number;
  22271. sizeY?: number;
  22272. sizeZ?: number;
  22273. custom?: any;
  22274. faceUV?: Vector4[];
  22275. faceColors?: Color4[];
  22276. flat?: boolean;
  22277. sideOrientation?: number;
  22278. frontUVs?: Vector4;
  22279. backUVs?: Vector4;
  22280. }): VertexData;
  22281. /**
  22282. * Creates the VertexData for a TorusKnot
  22283. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22284. * * radius the radius of the torus knot, optional, default 2
  22285. * * tube the thickness of the tube, optional, default 0.5
  22286. * * radialSegments the number of sides on each tube segments, optional, default 32
  22287. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22288. * * p the number of windings around the z axis, optional, default 2
  22289. * * q the number of windings around the x axis, optional, default 3
  22290. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22291. * * 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)
  22292. * * 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)
  22293. * @returns the VertexData of the Torus Knot
  22294. */
  22295. static CreateTorusKnot(options: {
  22296. radius?: number;
  22297. tube?: number;
  22298. radialSegments?: number;
  22299. tubularSegments?: number;
  22300. p?: number;
  22301. q?: number;
  22302. sideOrientation?: number;
  22303. frontUVs?: Vector4;
  22304. backUVs?: Vector4;
  22305. }): VertexData;
  22306. /**
  22307. * Compute normals for given positions and indices
  22308. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22309. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22310. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22311. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22312. * * facetNormals : optional array of facet normals (vector3)
  22313. * * facetPositions : optional array of facet positions (vector3)
  22314. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22315. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22316. * * bInfo : optional bounding info, required for facetPartitioning computation
  22317. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22318. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22319. * * useRightHandedSystem: optional boolean to for right handed system computation
  22320. * * depthSort : optional boolean to enable the facet depth sort computation
  22321. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22322. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22323. */
  22324. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22325. facetNormals?: any;
  22326. facetPositions?: any;
  22327. facetPartitioning?: any;
  22328. ratio?: number;
  22329. bInfo?: any;
  22330. bbSize?: Vector3;
  22331. subDiv?: any;
  22332. useRightHandedSystem?: boolean;
  22333. depthSort?: boolean;
  22334. distanceTo?: Vector3;
  22335. depthSortedFacets?: any;
  22336. }): void;
  22337. /** @hidden */
  22338. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22339. /**
  22340. * Applies VertexData created from the imported parameters to the geometry
  22341. * @param parsedVertexData the parsed data from an imported file
  22342. * @param geometry the geometry to apply the VertexData to
  22343. */
  22344. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22345. }
  22346. }
  22347. declare module "babylonjs/Morph/morphTarget" {
  22348. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22349. import { Observable } from "babylonjs/Misc/observable";
  22350. import { Nullable, FloatArray } from "babylonjs/types";
  22351. import { Scene } from "babylonjs/scene";
  22352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22353. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22354. /**
  22355. * Defines a target to use with MorphTargetManager
  22356. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22357. */
  22358. export class MorphTarget implements IAnimatable {
  22359. /** defines the name of the target */
  22360. name: string;
  22361. /**
  22362. * Gets or sets the list of animations
  22363. */
  22364. animations: import("babylonjs/Animations/animation").Animation[];
  22365. private _scene;
  22366. private _positions;
  22367. private _normals;
  22368. private _tangents;
  22369. private _uvs;
  22370. private _influence;
  22371. /**
  22372. * Observable raised when the influence changes
  22373. */
  22374. onInfluenceChanged: Observable<boolean>;
  22375. /** @hidden */
  22376. _onDataLayoutChanged: Observable<void>;
  22377. /**
  22378. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22379. */
  22380. influence: number;
  22381. /**
  22382. * Gets or sets the id of the morph Target
  22383. */
  22384. id: string;
  22385. private _animationPropertiesOverride;
  22386. /**
  22387. * Gets or sets the animation properties override
  22388. */
  22389. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22390. /**
  22391. * Creates a new MorphTarget
  22392. * @param name defines the name of the target
  22393. * @param influence defines the influence to use
  22394. * @param scene defines the scene the morphtarget belongs to
  22395. */
  22396. constructor(
  22397. /** defines the name of the target */
  22398. name: string, influence?: number, scene?: Nullable<Scene>);
  22399. /**
  22400. * Gets a boolean defining if the target contains position data
  22401. */
  22402. readonly hasPositions: boolean;
  22403. /**
  22404. * Gets a boolean defining if the target contains normal data
  22405. */
  22406. readonly hasNormals: boolean;
  22407. /**
  22408. * Gets a boolean defining if the target contains tangent data
  22409. */
  22410. readonly hasTangents: boolean;
  22411. /**
  22412. * Gets a boolean defining if the target contains texture coordinates data
  22413. */
  22414. readonly hasUVs: boolean;
  22415. /**
  22416. * Affects position data to this target
  22417. * @param data defines the position data to use
  22418. */
  22419. setPositions(data: Nullable<FloatArray>): void;
  22420. /**
  22421. * Gets the position data stored in this target
  22422. * @returns a FloatArray containing the position data (or null if not present)
  22423. */
  22424. getPositions(): Nullable<FloatArray>;
  22425. /**
  22426. * Affects normal data to this target
  22427. * @param data defines the normal data to use
  22428. */
  22429. setNormals(data: Nullable<FloatArray>): void;
  22430. /**
  22431. * Gets the normal data stored in this target
  22432. * @returns a FloatArray containing the normal data (or null if not present)
  22433. */
  22434. getNormals(): Nullable<FloatArray>;
  22435. /**
  22436. * Affects tangent data to this target
  22437. * @param data defines the tangent data to use
  22438. */
  22439. setTangents(data: Nullable<FloatArray>): void;
  22440. /**
  22441. * Gets the tangent data stored in this target
  22442. * @returns a FloatArray containing the tangent data (or null if not present)
  22443. */
  22444. getTangents(): Nullable<FloatArray>;
  22445. /**
  22446. * Affects texture coordinates data to this target
  22447. * @param data defines the texture coordinates data to use
  22448. */
  22449. setUVs(data: Nullable<FloatArray>): void;
  22450. /**
  22451. * Gets the texture coordinates data stored in this target
  22452. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22453. */
  22454. getUVs(): Nullable<FloatArray>;
  22455. /**
  22456. * Serializes the current target into a Serialization object
  22457. * @returns the serialized object
  22458. */
  22459. serialize(): any;
  22460. /**
  22461. * Returns the string "MorphTarget"
  22462. * @returns "MorphTarget"
  22463. */
  22464. getClassName(): string;
  22465. /**
  22466. * Creates a new target from serialized data
  22467. * @param serializationObject defines the serialized data to use
  22468. * @returns a new MorphTarget
  22469. */
  22470. static Parse(serializationObject: any): MorphTarget;
  22471. /**
  22472. * Creates a MorphTarget from mesh data
  22473. * @param mesh defines the source mesh
  22474. * @param name defines the name to use for the new target
  22475. * @param influence defines the influence to attach to the target
  22476. * @returns a new MorphTarget
  22477. */
  22478. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22479. }
  22480. }
  22481. declare module "babylonjs/Morph/morphTargetManager" {
  22482. import { Nullable } from "babylonjs/types";
  22483. import { Scene } from "babylonjs/scene";
  22484. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22485. /**
  22486. * This class is used to deform meshes using morphing between different targets
  22487. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22488. */
  22489. export class MorphTargetManager {
  22490. private _targets;
  22491. private _targetInfluenceChangedObservers;
  22492. private _targetDataLayoutChangedObservers;
  22493. private _activeTargets;
  22494. private _scene;
  22495. private _influences;
  22496. private _supportsNormals;
  22497. private _supportsTangents;
  22498. private _supportsUVs;
  22499. private _vertexCount;
  22500. private _uniqueId;
  22501. private _tempInfluences;
  22502. /**
  22503. * Gets or sets a boolean indicating if normals must be morphed
  22504. */
  22505. enableNormalMorphing: boolean;
  22506. /**
  22507. * Gets or sets a boolean indicating if tangents must be morphed
  22508. */
  22509. enableTangentMorphing: boolean;
  22510. /**
  22511. * Gets or sets a boolean indicating if UV must be morphed
  22512. */
  22513. enableUVMorphing: boolean;
  22514. /**
  22515. * Creates a new MorphTargetManager
  22516. * @param scene defines the current scene
  22517. */
  22518. constructor(scene?: Nullable<Scene>);
  22519. /**
  22520. * Gets the unique ID of this manager
  22521. */
  22522. readonly uniqueId: number;
  22523. /**
  22524. * Gets the number of vertices handled by this manager
  22525. */
  22526. readonly vertexCount: number;
  22527. /**
  22528. * Gets a boolean indicating if this manager supports morphing of normals
  22529. */
  22530. readonly supportsNormals: boolean;
  22531. /**
  22532. * Gets a boolean indicating if this manager supports morphing of tangents
  22533. */
  22534. readonly supportsTangents: boolean;
  22535. /**
  22536. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22537. */
  22538. readonly supportsUVs: boolean;
  22539. /**
  22540. * Gets the number of targets stored in this manager
  22541. */
  22542. readonly numTargets: number;
  22543. /**
  22544. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22545. */
  22546. readonly numInfluencers: number;
  22547. /**
  22548. * Gets the list of influences (one per target)
  22549. */
  22550. readonly influences: Float32Array;
  22551. /**
  22552. * Gets the active target at specified index. An active target is a target with an influence > 0
  22553. * @param index defines the index to check
  22554. * @returns the requested target
  22555. */
  22556. getActiveTarget(index: number): MorphTarget;
  22557. /**
  22558. * Gets the target at specified index
  22559. * @param index defines the index to check
  22560. * @returns the requested target
  22561. */
  22562. getTarget(index: number): MorphTarget;
  22563. /**
  22564. * Add a new target to this manager
  22565. * @param target defines the target to add
  22566. */
  22567. addTarget(target: MorphTarget): void;
  22568. /**
  22569. * Removes a target from the manager
  22570. * @param target defines the target to remove
  22571. */
  22572. removeTarget(target: MorphTarget): void;
  22573. /**
  22574. * Serializes the current manager into a Serialization object
  22575. * @returns the serialized object
  22576. */
  22577. serialize(): any;
  22578. private _syncActiveTargets;
  22579. /**
  22580. * Syncrhonize the targets with all the meshes using this morph target manager
  22581. */
  22582. synchronize(): void;
  22583. /**
  22584. * Creates a new MorphTargetManager from serialized data
  22585. * @param serializationObject defines the serialized data
  22586. * @param scene defines the hosting scene
  22587. * @returns the new MorphTargetManager
  22588. */
  22589. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22590. }
  22591. }
  22592. declare module "babylonjs/Meshes/meshLODLevel" {
  22593. import { Mesh } from "babylonjs/Meshes/mesh";
  22594. import { Nullable } from "babylonjs/types";
  22595. /**
  22596. * Class used to represent a specific level of detail of a mesh
  22597. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22598. */
  22599. export class MeshLODLevel {
  22600. /** Defines the distance where this level should star being displayed */
  22601. distance: number;
  22602. /** Defines the mesh to use to render this level */
  22603. mesh: Nullable<Mesh>;
  22604. /**
  22605. * Creates a new LOD level
  22606. * @param distance defines the distance where this level should star being displayed
  22607. * @param mesh defines the mesh to use to render this level
  22608. */
  22609. constructor(
  22610. /** Defines the distance where this level should star being displayed */
  22611. distance: number,
  22612. /** Defines the mesh to use to render this level */
  22613. mesh: Nullable<Mesh>);
  22614. }
  22615. }
  22616. declare module "babylonjs/Meshes/groundMesh" {
  22617. import { Scene } from "babylonjs/scene";
  22618. import { Vector3 } from "babylonjs/Maths/math.vector";
  22619. import { Mesh } from "babylonjs/Meshes/mesh";
  22620. /**
  22621. * Mesh representing the gorund
  22622. */
  22623. export class GroundMesh extends Mesh {
  22624. /** If octree should be generated */
  22625. generateOctree: boolean;
  22626. private _heightQuads;
  22627. /** @hidden */
  22628. _subdivisionsX: number;
  22629. /** @hidden */
  22630. _subdivisionsY: number;
  22631. /** @hidden */
  22632. _width: number;
  22633. /** @hidden */
  22634. _height: number;
  22635. /** @hidden */
  22636. _minX: number;
  22637. /** @hidden */
  22638. _maxX: number;
  22639. /** @hidden */
  22640. _minZ: number;
  22641. /** @hidden */
  22642. _maxZ: number;
  22643. constructor(name: string, scene: Scene);
  22644. /**
  22645. * "GroundMesh"
  22646. * @returns "GroundMesh"
  22647. */
  22648. getClassName(): string;
  22649. /**
  22650. * The minimum of x and y subdivisions
  22651. */
  22652. readonly subdivisions: number;
  22653. /**
  22654. * X subdivisions
  22655. */
  22656. readonly subdivisionsX: number;
  22657. /**
  22658. * Y subdivisions
  22659. */
  22660. readonly subdivisionsY: number;
  22661. /**
  22662. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22663. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22664. * @param chunksCount the number of subdivisions for x and y
  22665. * @param octreeBlocksSize (Default: 32)
  22666. */
  22667. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22668. /**
  22669. * Returns a height (y) value in the Worl system :
  22670. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22671. * @param x x coordinate
  22672. * @param z z coordinate
  22673. * @returns the ground y position if (x, z) are outside the ground surface.
  22674. */
  22675. getHeightAtCoordinates(x: number, z: number): number;
  22676. /**
  22677. * Returns a normalized vector (Vector3) orthogonal to the ground
  22678. * at the ground coordinates (x, z) expressed in the World system.
  22679. * @param x x coordinate
  22680. * @param z z coordinate
  22681. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22682. */
  22683. getNormalAtCoordinates(x: number, z: number): Vector3;
  22684. /**
  22685. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22686. * at the ground coordinates (x, z) expressed in the World system.
  22687. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22688. * @param x x coordinate
  22689. * @param z z coordinate
  22690. * @param ref vector to store the result
  22691. * @returns the GroundMesh.
  22692. */
  22693. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22694. /**
  22695. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22696. * if the ground has been updated.
  22697. * This can be used in the render loop.
  22698. * @returns the GroundMesh.
  22699. */
  22700. updateCoordinateHeights(): GroundMesh;
  22701. private _getFacetAt;
  22702. private _initHeightQuads;
  22703. private _computeHeightQuads;
  22704. /**
  22705. * Serializes this ground mesh
  22706. * @param serializationObject object to write serialization to
  22707. */
  22708. serialize(serializationObject: any): void;
  22709. /**
  22710. * Parses a serialized ground mesh
  22711. * @param parsedMesh the serialized mesh
  22712. * @param scene the scene to create the ground mesh in
  22713. * @returns the created ground mesh
  22714. */
  22715. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22716. }
  22717. }
  22718. declare module "babylonjs/Physics/physicsJoint" {
  22719. import { Vector3 } from "babylonjs/Maths/math.vector";
  22720. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22721. /**
  22722. * Interface for Physics-Joint data
  22723. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22724. */
  22725. export interface PhysicsJointData {
  22726. /**
  22727. * The main pivot of the joint
  22728. */
  22729. mainPivot?: Vector3;
  22730. /**
  22731. * The connected pivot of the joint
  22732. */
  22733. connectedPivot?: Vector3;
  22734. /**
  22735. * The main axis of the joint
  22736. */
  22737. mainAxis?: Vector3;
  22738. /**
  22739. * The connected axis of the joint
  22740. */
  22741. connectedAxis?: Vector3;
  22742. /**
  22743. * The collision of the joint
  22744. */
  22745. collision?: boolean;
  22746. /**
  22747. * Native Oimo/Cannon/Energy data
  22748. */
  22749. nativeParams?: any;
  22750. }
  22751. /**
  22752. * This is a holder class for the physics joint created by the physics plugin
  22753. * It holds a set of functions to control the underlying joint
  22754. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22755. */
  22756. export class PhysicsJoint {
  22757. /**
  22758. * The type of the physics joint
  22759. */
  22760. type: number;
  22761. /**
  22762. * The data for the physics joint
  22763. */
  22764. jointData: PhysicsJointData;
  22765. private _physicsJoint;
  22766. protected _physicsPlugin: IPhysicsEnginePlugin;
  22767. /**
  22768. * Initializes the physics joint
  22769. * @param type The type of the physics joint
  22770. * @param jointData The data for the physics joint
  22771. */
  22772. constructor(
  22773. /**
  22774. * The type of the physics joint
  22775. */
  22776. type: number,
  22777. /**
  22778. * The data for the physics joint
  22779. */
  22780. jointData: PhysicsJointData);
  22781. /**
  22782. * Gets the physics joint
  22783. */
  22784. /**
  22785. * Sets the physics joint
  22786. */
  22787. physicsJoint: any;
  22788. /**
  22789. * Sets the physics plugin
  22790. */
  22791. physicsPlugin: IPhysicsEnginePlugin;
  22792. /**
  22793. * Execute a function that is physics-plugin specific.
  22794. * @param {Function} func the function that will be executed.
  22795. * It accepts two parameters: the physics world and the physics joint
  22796. */
  22797. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22798. /**
  22799. * Distance-Joint type
  22800. */
  22801. static DistanceJoint: number;
  22802. /**
  22803. * Hinge-Joint type
  22804. */
  22805. static HingeJoint: number;
  22806. /**
  22807. * Ball-and-Socket joint type
  22808. */
  22809. static BallAndSocketJoint: number;
  22810. /**
  22811. * Wheel-Joint type
  22812. */
  22813. static WheelJoint: number;
  22814. /**
  22815. * Slider-Joint type
  22816. */
  22817. static SliderJoint: number;
  22818. /**
  22819. * Prismatic-Joint type
  22820. */
  22821. static PrismaticJoint: number;
  22822. /**
  22823. * Universal-Joint type
  22824. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22825. */
  22826. static UniversalJoint: number;
  22827. /**
  22828. * Hinge-Joint 2 type
  22829. */
  22830. static Hinge2Joint: number;
  22831. /**
  22832. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22833. */
  22834. static PointToPointJoint: number;
  22835. /**
  22836. * Spring-Joint type
  22837. */
  22838. static SpringJoint: number;
  22839. /**
  22840. * Lock-Joint type
  22841. */
  22842. static LockJoint: number;
  22843. }
  22844. /**
  22845. * A class representing a physics distance joint
  22846. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22847. */
  22848. export class DistanceJoint extends PhysicsJoint {
  22849. /**
  22850. *
  22851. * @param jointData The data for the Distance-Joint
  22852. */
  22853. constructor(jointData: DistanceJointData);
  22854. /**
  22855. * Update the predefined distance.
  22856. * @param maxDistance The maximum preferred distance
  22857. * @param minDistance The minimum preferred distance
  22858. */
  22859. updateDistance(maxDistance: number, minDistance?: number): void;
  22860. }
  22861. /**
  22862. * Represents a Motor-Enabled Joint
  22863. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22864. */
  22865. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22866. /**
  22867. * Initializes the Motor-Enabled Joint
  22868. * @param type The type of the joint
  22869. * @param jointData The physica joint data for the joint
  22870. */
  22871. constructor(type: number, jointData: PhysicsJointData);
  22872. /**
  22873. * Set the motor values.
  22874. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22875. * @param force the force to apply
  22876. * @param maxForce max force for this motor.
  22877. */
  22878. setMotor(force?: number, maxForce?: number): void;
  22879. /**
  22880. * Set the motor's limits.
  22881. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22882. * @param upperLimit The upper limit of the motor
  22883. * @param lowerLimit The lower limit of the motor
  22884. */
  22885. setLimit(upperLimit: number, lowerLimit?: number): void;
  22886. }
  22887. /**
  22888. * This class represents a single physics Hinge-Joint
  22889. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22890. */
  22891. export class HingeJoint extends MotorEnabledJoint {
  22892. /**
  22893. * Initializes the Hinge-Joint
  22894. * @param jointData The joint data for the Hinge-Joint
  22895. */
  22896. constructor(jointData: PhysicsJointData);
  22897. /**
  22898. * Set the motor values.
  22899. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22900. * @param {number} force the force to apply
  22901. * @param {number} maxForce max force for this motor.
  22902. */
  22903. setMotor(force?: number, maxForce?: number): void;
  22904. /**
  22905. * Set the motor's limits.
  22906. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22907. * @param upperLimit The upper limit of the motor
  22908. * @param lowerLimit The lower limit of the motor
  22909. */
  22910. setLimit(upperLimit: number, lowerLimit?: number): void;
  22911. }
  22912. /**
  22913. * This class represents a dual hinge physics joint (same as wheel joint)
  22914. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22915. */
  22916. export class Hinge2Joint extends MotorEnabledJoint {
  22917. /**
  22918. * Initializes the Hinge2-Joint
  22919. * @param jointData The joint data for the Hinge2-Joint
  22920. */
  22921. constructor(jointData: PhysicsJointData);
  22922. /**
  22923. * Set the motor values.
  22924. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22925. * @param {number} targetSpeed the speed the motor is to reach
  22926. * @param {number} maxForce max force for this motor.
  22927. * @param {motorIndex} the motor's index, 0 or 1.
  22928. */
  22929. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22930. /**
  22931. * Set the motor limits.
  22932. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22933. * @param {number} upperLimit the upper limit
  22934. * @param {number} lowerLimit lower limit
  22935. * @param {motorIndex} the motor's index, 0 or 1.
  22936. */
  22937. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22938. }
  22939. /**
  22940. * Interface for a motor enabled joint
  22941. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22942. */
  22943. export interface IMotorEnabledJoint {
  22944. /**
  22945. * Physics joint
  22946. */
  22947. physicsJoint: any;
  22948. /**
  22949. * Sets the motor of the motor-enabled joint
  22950. * @param force The force of the motor
  22951. * @param maxForce The maximum force of the motor
  22952. * @param motorIndex The index of the motor
  22953. */
  22954. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22955. /**
  22956. * Sets the limit of the motor
  22957. * @param upperLimit The upper limit of the motor
  22958. * @param lowerLimit The lower limit of the motor
  22959. * @param motorIndex The index of the motor
  22960. */
  22961. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22962. }
  22963. /**
  22964. * Joint data for a Distance-Joint
  22965. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22966. */
  22967. export interface DistanceJointData extends PhysicsJointData {
  22968. /**
  22969. * Max distance the 2 joint objects can be apart
  22970. */
  22971. maxDistance: number;
  22972. }
  22973. /**
  22974. * Joint data from a spring joint
  22975. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22976. */
  22977. export interface SpringJointData extends PhysicsJointData {
  22978. /**
  22979. * Length of the spring
  22980. */
  22981. length: number;
  22982. /**
  22983. * Stiffness of the spring
  22984. */
  22985. stiffness: number;
  22986. /**
  22987. * Damping of the spring
  22988. */
  22989. damping: number;
  22990. /** this callback will be called when applying the force to the impostors. */
  22991. forceApplicationCallback: () => void;
  22992. }
  22993. }
  22994. declare module "babylonjs/Physics/physicsRaycastResult" {
  22995. import { Vector3 } from "babylonjs/Maths/math.vector";
  22996. /**
  22997. * Holds the data for the raycast result
  22998. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22999. */
  23000. export class PhysicsRaycastResult {
  23001. private _hasHit;
  23002. private _hitDistance;
  23003. private _hitNormalWorld;
  23004. private _hitPointWorld;
  23005. private _rayFromWorld;
  23006. private _rayToWorld;
  23007. /**
  23008. * Gets if there was a hit
  23009. */
  23010. readonly hasHit: boolean;
  23011. /**
  23012. * Gets the distance from the hit
  23013. */
  23014. readonly hitDistance: number;
  23015. /**
  23016. * Gets the hit normal/direction in the world
  23017. */
  23018. readonly hitNormalWorld: Vector3;
  23019. /**
  23020. * Gets the hit point in the world
  23021. */
  23022. readonly hitPointWorld: Vector3;
  23023. /**
  23024. * Gets the ray "start point" of the ray in the world
  23025. */
  23026. readonly rayFromWorld: Vector3;
  23027. /**
  23028. * Gets the ray "end point" of the ray in the world
  23029. */
  23030. readonly rayToWorld: Vector3;
  23031. /**
  23032. * Sets the hit data (normal & point in world space)
  23033. * @param hitNormalWorld defines the normal in world space
  23034. * @param hitPointWorld defines the point in world space
  23035. */
  23036. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23037. /**
  23038. * Sets the distance from the start point to the hit point
  23039. * @param distance
  23040. */
  23041. setHitDistance(distance: number): void;
  23042. /**
  23043. * Calculates the distance manually
  23044. */
  23045. calculateHitDistance(): void;
  23046. /**
  23047. * Resets all the values to default
  23048. * @param from The from point on world space
  23049. * @param to The to point on world space
  23050. */
  23051. reset(from?: Vector3, to?: Vector3): void;
  23052. }
  23053. /**
  23054. * Interface for the size containing width and height
  23055. */
  23056. interface IXYZ {
  23057. /**
  23058. * X
  23059. */
  23060. x: number;
  23061. /**
  23062. * Y
  23063. */
  23064. y: number;
  23065. /**
  23066. * Z
  23067. */
  23068. z: number;
  23069. }
  23070. }
  23071. declare module "babylonjs/Physics/IPhysicsEngine" {
  23072. import { Nullable } from "babylonjs/types";
  23073. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23074. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23075. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23076. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23077. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23078. /**
  23079. * Interface used to describe a physics joint
  23080. */
  23081. export interface PhysicsImpostorJoint {
  23082. /** Defines the main impostor to which the joint is linked */
  23083. mainImpostor: PhysicsImpostor;
  23084. /** Defines the impostor that is connected to the main impostor using this joint */
  23085. connectedImpostor: PhysicsImpostor;
  23086. /** Defines the joint itself */
  23087. joint: PhysicsJoint;
  23088. }
  23089. /** @hidden */
  23090. export interface IPhysicsEnginePlugin {
  23091. world: any;
  23092. name: string;
  23093. setGravity(gravity: Vector3): void;
  23094. setTimeStep(timeStep: number): void;
  23095. getTimeStep(): number;
  23096. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23097. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23098. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23099. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23100. removePhysicsBody(impostor: PhysicsImpostor): void;
  23101. generateJoint(joint: PhysicsImpostorJoint): void;
  23102. removeJoint(joint: PhysicsImpostorJoint): void;
  23103. isSupported(): boolean;
  23104. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23105. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23106. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23107. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23108. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23109. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23110. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23111. getBodyMass(impostor: PhysicsImpostor): number;
  23112. getBodyFriction(impostor: PhysicsImpostor): number;
  23113. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23114. getBodyRestitution(impostor: PhysicsImpostor): number;
  23115. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23116. getBodyPressure?(impostor: PhysicsImpostor): number;
  23117. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23118. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23119. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23120. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23121. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23122. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23123. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23124. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23125. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23126. sleepBody(impostor: PhysicsImpostor): void;
  23127. wakeUpBody(impostor: PhysicsImpostor): void;
  23128. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23129. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23130. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23131. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23132. getRadius(impostor: PhysicsImpostor): number;
  23133. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23134. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23135. dispose(): void;
  23136. }
  23137. /**
  23138. * Interface used to define a physics engine
  23139. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23140. */
  23141. export interface IPhysicsEngine {
  23142. /**
  23143. * Gets the gravity vector used by the simulation
  23144. */
  23145. gravity: Vector3;
  23146. /**
  23147. * Sets the gravity vector used by the simulation
  23148. * @param gravity defines the gravity vector to use
  23149. */
  23150. setGravity(gravity: Vector3): void;
  23151. /**
  23152. * Set the time step of the physics engine.
  23153. * Default is 1/60.
  23154. * To slow it down, enter 1/600 for example.
  23155. * To speed it up, 1/30
  23156. * @param newTimeStep the new timestep to apply to this world.
  23157. */
  23158. setTimeStep(newTimeStep: number): void;
  23159. /**
  23160. * Get the time step of the physics engine.
  23161. * @returns the current time step
  23162. */
  23163. getTimeStep(): number;
  23164. /**
  23165. * Release all resources
  23166. */
  23167. dispose(): void;
  23168. /**
  23169. * Gets the name of the current physics plugin
  23170. * @returns the name of the plugin
  23171. */
  23172. getPhysicsPluginName(): string;
  23173. /**
  23174. * Adding a new impostor for the impostor tracking.
  23175. * This will be done by the impostor itself.
  23176. * @param impostor the impostor to add
  23177. */
  23178. addImpostor(impostor: PhysicsImpostor): void;
  23179. /**
  23180. * Remove an impostor from the engine.
  23181. * This impostor and its mesh will not longer be updated by the physics engine.
  23182. * @param impostor the impostor to remove
  23183. */
  23184. removeImpostor(impostor: PhysicsImpostor): void;
  23185. /**
  23186. * Add a joint to the physics engine
  23187. * @param mainImpostor defines the main impostor to which the joint is added.
  23188. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23189. * @param joint defines the joint that will connect both impostors.
  23190. */
  23191. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23192. /**
  23193. * Removes a joint from the simulation
  23194. * @param mainImpostor defines the impostor used with the joint
  23195. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23196. * @param joint defines the joint to remove
  23197. */
  23198. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23199. /**
  23200. * Gets the current plugin used to run the simulation
  23201. * @returns current plugin
  23202. */
  23203. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23204. /**
  23205. * Gets the list of physic impostors
  23206. * @returns an array of PhysicsImpostor
  23207. */
  23208. getImpostors(): Array<PhysicsImpostor>;
  23209. /**
  23210. * Gets the impostor for a physics enabled object
  23211. * @param object defines the object impersonated by the impostor
  23212. * @returns the PhysicsImpostor or null if not found
  23213. */
  23214. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23215. /**
  23216. * Gets the impostor for a physics body object
  23217. * @param body defines physics body used by the impostor
  23218. * @returns the PhysicsImpostor or null if not found
  23219. */
  23220. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23221. /**
  23222. * Does a raycast in the physics world
  23223. * @param from when should the ray start?
  23224. * @param to when should the ray end?
  23225. * @returns PhysicsRaycastResult
  23226. */
  23227. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23228. /**
  23229. * Called by the scene. No need to call it.
  23230. * @param delta defines the timespam between frames
  23231. */
  23232. _step(delta: number): void;
  23233. }
  23234. }
  23235. declare module "babylonjs/Physics/physicsImpostor" {
  23236. import { Nullable, IndicesArray } from "babylonjs/types";
  23237. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23238. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23239. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23240. import { Scene } from "babylonjs/scene";
  23241. import { Bone } from "babylonjs/Bones/bone";
  23242. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23243. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23244. import { Space } from "babylonjs/Maths/math.axis";
  23245. /**
  23246. * The interface for the physics imposter parameters
  23247. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23248. */
  23249. export interface PhysicsImpostorParameters {
  23250. /**
  23251. * The mass of the physics imposter
  23252. */
  23253. mass: number;
  23254. /**
  23255. * The friction of the physics imposter
  23256. */
  23257. friction?: number;
  23258. /**
  23259. * The coefficient of restitution of the physics imposter
  23260. */
  23261. restitution?: number;
  23262. /**
  23263. * The native options of the physics imposter
  23264. */
  23265. nativeOptions?: any;
  23266. /**
  23267. * Specifies if the parent should be ignored
  23268. */
  23269. ignoreParent?: boolean;
  23270. /**
  23271. * Specifies if bi-directional transformations should be disabled
  23272. */
  23273. disableBidirectionalTransformation?: boolean;
  23274. /**
  23275. * The pressure inside the physics imposter, soft object only
  23276. */
  23277. pressure?: number;
  23278. /**
  23279. * The stiffness the physics imposter, soft object only
  23280. */
  23281. stiffness?: number;
  23282. /**
  23283. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23284. */
  23285. velocityIterations?: number;
  23286. /**
  23287. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23288. */
  23289. positionIterations?: number;
  23290. /**
  23291. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23292. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23293. * Add to fix multiple points
  23294. */
  23295. fixedPoints?: number;
  23296. /**
  23297. * The collision margin around a soft object
  23298. */
  23299. margin?: number;
  23300. /**
  23301. * The collision margin around a soft object
  23302. */
  23303. damping?: number;
  23304. /**
  23305. * The path for a rope based on an extrusion
  23306. */
  23307. path?: any;
  23308. /**
  23309. * The shape of an extrusion used for a rope based on an extrusion
  23310. */
  23311. shape?: any;
  23312. }
  23313. /**
  23314. * Interface for a physics-enabled object
  23315. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23316. */
  23317. export interface IPhysicsEnabledObject {
  23318. /**
  23319. * The position of the physics-enabled object
  23320. */
  23321. position: Vector3;
  23322. /**
  23323. * The rotation of the physics-enabled object
  23324. */
  23325. rotationQuaternion: Nullable<Quaternion>;
  23326. /**
  23327. * The scale of the physics-enabled object
  23328. */
  23329. scaling: Vector3;
  23330. /**
  23331. * The rotation of the physics-enabled object
  23332. */
  23333. rotation?: Vector3;
  23334. /**
  23335. * The parent of the physics-enabled object
  23336. */
  23337. parent?: any;
  23338. /**
  23339. * The bounding info of the physics-enabled object
  23340. * @returns The bounding info of the physics-enabled object
  23341. */
  23342. getBoundingInfo(): BoundingInfo;
  23343. /**
  23344. * Computes the world matrix
  23345. * @param force Specifies if the world matrix should be computed by force
  23346. * @returns A world matrix
  23347. */
  23348. computeWorldMatrix(force: boolean): Matrix;
  23349. /**
  23350. * Gets the world matrix
  23351. * @returns A world matrix
  23352. */
  23353. getWorldMatrix?(): Matrix;
  23354. /**
  23355. * Gets the child meshes
  23356. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23357. * @returns An array of abstract meshes
  23358. */
  23359. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23360. /**
  23361. * Gets the vertex data
  23362. * @param kind The type of vertex data
  23363. * @returns A nullable array of numbers, or a float32 array
  23364. */
  23365. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23366. /**
  23367. * Gets the indices from the mesh
  23368. * @returns A nullable array of index arrays
  23369. */
  23370. getIndices?(): Nullable<IndicesArray>;
  23371. /**
  23372. * Gets the scene from the mesh
  23373. * @returns the indices array or null
  23374. */
  23375. getScene?(): Scene;
  23376. /**
  23377. * Gets the absolute position from the mesh
  23378. * @returns the absolute position
  23379. */
  23380. getAbsolutePosition(): Vector3;
  23381. /**
  23382. * Gets the absolute pivot point from the mesh
  23383. * @returns the absolute pivot point
  23384. */
  23385. getAbsolutePivotPoint(): Vector3;
  23386. /**
  23387. * Rotates the mesh
  23388. * @param axis The axis of rotation
  23389. * @param amount The amount of rotation
  23390. * @param space The space of the rotation
  23391. * @returns The rotation transform node
  23392. */
  23393. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23394. /**
  23395. * Translates the mesh
  23396. * @param axis The axis of translation
  23397. * @param distance The distance of translation
  23398. * @param space The space of the translation
  23399. * @returns The transform node
  23400. */
  23401. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23402. /**
  23403. * Sets the absolute position of the mesh
  23404. * @param absolutePosition The absolute position of the mesh
  23405. * @returns The transform node
  23406. */
  23407. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23408. /**
  23409. * Gets the class name of the mesh
  23410. * @returns The class name
  23411. */
  23412. getClassName(): string;
  23413. }
  23414. /**
  23415. * Represents a physics imposter
  23416. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23417. */
  23418. export class PhysicsImpostor {
  23419. /**
  23420. * The physics-enabled object used as the physics imposter
  23421. */
  23422. object: IPhysicsEnabledObject;
  23423. /**
  23424. * The type of the physics imposter
  23425. */
  23426. type: number;
  23427. private _options;
  23428. private _scene?;
  23429. /**
  23430. * The default object size of the imposter
  23431. */
  23432. static DEFAULT_OBJECT_SIZE: Vector3;
  23433. /**
  23434. * The identity quaternion of the imposter
  23435. */
  23436. static IDENTITY_QUATERNION: Quaternion;
  23437. /** @hidden */
  23438. _pluginData: any;
  23439. private _physicsEngine;
  23440. private _physicsBody;
  23441. private _bodyUpdateRequired;
  23442. private _onBeforePhysicsStepCallbacks;
  23443. private _onAfterPhysicsStepCallbacks;
  23444. /** @hidden */
  23445. _onPhysicsCollideCallbacks: Array<{
  23446. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23447. otherImpostors: Array<PhysicsImpostor>;
  23448. }>;
  23449. private _deltaPosition;
  23450. private _deltaRotation;
  23451. private _deltaRotationConjugated;
  23452. /** @hidden */
  23453. _isFromLine: boolean;
  23454. private _parent;
  23455. private _isDisposed;
  23456. private static _tmpVecs;
  23457. private static _tmpQuat;
  23458. /**
  23459. * Specifies if the physics imposter is disposed
  23460. */
  23461. readonly isDisposed: boolean;
  23462. /**
  23463. * Gets the mass of the physics imposter
  23464. */
  23465. mass: number;
  23466. /**
  23467. * Gets the coefficient of friction
  23468. */
  23469. /**
  23470. * Sets the coefficient of friction
  23471. */
  23472. friction: number;
  23473. /**
  23474. * Gets the coefficient of restitution
  23475. */
  23476. /**
  23477. * Sets the coefficient of restitution
  23478. */
  23479. restitution: number;
  23480. /**
  23481. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23482. */
  23483. /**
  23484. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23485. */
  23486. pressure: number;
  23487. /**
  23488. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23489. */
  23490. /**
  23491. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23492. */
  23493. stiffness: number;
  23494. /**
  23495. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23496. */
  23497. /**
  23498. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23499. */
  23500. velocityIterations: number;
  23501. /**
  23502. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23503. */
  23504. /**
  23505. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23506. */
  23507. positionIterations: number;
  23508. /**
  23509. * The unique id of the physics imposter
  23510. * set by the physics engine when adding this impostor to the array
  23511. */
  23512. uniqueId: number;
  23513. /**
  23514. * @hidden
  23515. */
  23516. soft: boolean;
  23517. /**
  23518. * @hidden
  23519. */
  23520. segments: number;
  23521. private _joints;
  23522. /**
  23523. * Initializes the physics imposter
  23524. * @param object The physics-enabled object used as the physics imposter
  23525. * @param type The type of the physics imposter
  23526. * @param _options The options for the physics imposter
  23527. * @param _scene The Babylon scene
  23528. */
  23529. constructor(
  23530. /**
  23531. * The physics-enabled object used as the physics imposter
  23532. */
  23533. object: IPhysicsEnabledObject,
  23534. /**
  23535. * The type of the physics imposter
  23536. */
  23537. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23538. /**
  23539. * This function will completly initialize this impostor.
  23540. * It will create a new body - but only if this mesh has no parent.
  23541. * If it has, this impostor will not be used other than to define the impostor
  23542. * of the child mesh.
  23543. * @hidden
  23544. */
  23545. _init(): void;
  23546. private _getPhysicsParent;
  23547. /**
  23548. * Should a new body be generated.
  23549. * @returns boolean specifying if body initialization is required
  23550. */
  23551. isBodyInitRequired(): boolean;
  23552. /**
  23553. * Sets the updated scaling
  23554. * @param updated Specifies if the scaling is updated
  23555. */
  23556. setScalingUpdated(): void;
  23557. /**
  23558. * Force a regeneration of this or the parent's impostor's body.
  23559. * Use under cautious - This will remove all joints already implemented.
  23560. */
  23561. forceUpdate(): void;
  23562. /**
  23563. * Gets the body that holds this impostor. Either its own, or its parent.
  23564. */
  23565. /**
  23566. * Set the physics body. Used mainly by the physics engine/plugin
  23567. */
  23568. physicsBody: any;
  23569. /**
  23570. * Get the parent of the physics imposter
  23571. * @returns Physics imposter or null
  23572. */
  23573. /**
  23574. * Sets the parent of the physics imposter
  23575. */
  23576. parent: Nullable<PhysicsImpostor>;
  23577. /**
  23578. * Resets the update flags
  23579. */
  23580. resetUpdateFlags(): void;
  23581. /**
  23582. * Gets the object extend size
  23583. * @returns the object extend size
  23584. */
  23585. getObjectExtendSize(): Vector3;
  23586. /**
  23587. * Gets the object center
  23588. * @returns The object center
  23589. */
  23590. getObjectCenter(): Vector3;
  23591. /**
  23592. * Get a specific parametes from the options parameter
  23593. * @param paramName The object parameter name
  23594. * @returns The object parameter
  23595. */
  23596. getParam(paramName: string): any;
  23597. /**
  23598. * Sets a specific parameter in the options given to the physics plugin
  23599. * @param paramName The parameter name
  23600. * @param value The value of the parameter
  23601. */
  23602. setParam(paramName: string, value: number): void;
  23603. /**
  23604. * Specifically change the body's mass option. Won't recreate the physics body object
  23605. * @param mass The mass of the physics imposter
  23606. */
  23607. setMass(mass: number): void;
  23608. /**
  23609. * Gets the linear velocity
  23610. * @returns linear velocity or null
  23611. */
  23612. getLinearVelocity(): Nullable<Vector3>;
  23613. /**
  23614. * Sets the linear velocity
  23615. * @param velocity linear velocity or null
  23616. */
  23617. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23618. /**
  23619. * Gets the angular velocity
  23620. * @returns angular velocity or null
  23621. */
  23622. getAngularVelocity(): Nullable<Vector3>;
  23623. /**
  23624. * Sets the angular velocity
  23625. * @param velocity The velocity or null
  23626. */
  23627. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23628. /**
  23629. * Execute a function with the physics plugin native code
  23630. * Provide a function the will have two variables - the world object and the physics body object
  23631. * @param func The function to execute with the physics plugin native code
  23632. */
  23633. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23634. /**
  23635. * Register a function that will be executed before the physics world is stepping forward
  23636. * @param func The function to execute before the physics world is stepped forward
  23637. */
  23638. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23639. /**
  23640. * Unregister a function that will be executed before the physics world is stepping forward
  23641. * @param func The function to execute before the physics world is stepped forward
  23642. */
  23643. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23644. /**
  23645. * Register a function that will be executed after the physics step
  23646. * @param func The function to execute after physics step
  23647. */
  23648. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23649. /**
  23650. * Unregisters a function that will be executed after the physics step
  23651. * @param func The function to execute after physics step
  23652. */
  23653. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23654. /**
  23655. * register a function that will be executed when this impostor collides against a different body
  23656. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23657. * @param func Callback that is executed on collision
  23658. */
  23659. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23660. /**
  23661. * Unregisters the physics imposter on contact
  23662. * @param collideAgainst The physics object to collide against
  23663. * @param func Callback to execute on collision
  23664. */
  23665. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23666. private _tmpQuat;
  23667. private _tmpQuat2;
  23668. /**
  23669. * Get the parent rotation
  23670. * @returns The parent rotation
  23671. */
  23672. getParentsRotation(): Quaternion;
  23673. /**
  23674. * this function is executed by the physics engine.
  23675. */
  23676. beforeStep: () => void;
  23677. /**
  23678. * this function is executed by the physics engine
  23679. */
  23680. afterStep: () => void;
  23681. /**
  23682. * Legacy collision detection event support
  23683. */
  23684. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23685. /**
  23686. * event and body object due to cannon's event-based architecture.
  23687. */
  23688. onCollide: (e: {
  23689. body: any;
  23690. }) => void;
  23691. /**
  23692. * Apply a force
  23693. * @param force The force to apply
  23694. * @param contactPoint The contact point for the force
  23695. * @returns The physics imposter
  23696. */
  23697. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23698. /**
  23699. * Apply an impulse
  23700. * @param force The impulse force
  23701. * @param contactPoint The contact point for the impulse force
  23702. * @returns The physics imposter
  23703. */
  23704. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23705. /**
  23706. * A help function to create a joint
  23707. * @param otherImpostor A physics imposter used to create a joint
  23708. * @param jointType The type of joint
  23709. * @param jointData The data for the joint
  23710. * @returns The physics imposter
  23711. */
  23712. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23713. /**
  23714. * Add a joint to this impostor with a different impostor
  23715. * @param otherImpostor A physics imposter used to add a joint
  23716. * @param joint The joint to add
  23717. * @returns The physics imposter
  23718. */
  23719. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23720. /**
  23721. * Add an anchor to a cloth impostor
  23722. * @param otherImpostor rigid impostor to anchor to
  23723. * @param width ratio across width from 0 to 1
  23724. * @param height ratio up height from 0 to 1
  23725. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23726. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23727. * @returns impostor the soft imposter
  23728. */
  23729. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23730. /**
  23731. * Add a hook to a rope impostor
  23732. * @param otherImpostor rigid impostor to anchor to
  23733. * @param length ratio across rope from 0 to 1
  23734. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23735. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23736. * @returns impostor the rope imposter
  23737. */
  23738. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23739. /**
  23740. * Will keep this body still, in a sleep mode.
  23741. * @returns the physics imposter
  23742. */
  23743. sleep(): PhysicsImpostor;
  23744. /**
  23745. * Wake the body up.
  23746. * @returns The physics imposter
  23747. */
  23748. wakeUp(): PhysicsImpostor;
  23749. /**
  23750. * Clones the physics imposter
  23751. * @param newObject The physics imposter clones to this physics-enabled object
  23752. * @returns A nullable physics imposter
  23753. */
  23754. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23755. /**
  23756. * Disposes the physics imposter
  23757. */
  23758. dispose(): void;
  23759. /**
  23760. * Sets the delta position
  23761. * @param position The delta position amount
  23762. */
  23763. setDeltaPosition(position: Vector3): void;
  23764. /**
  23765. * Sets the delta rotation
  23766. * @param rotation The delta rotation amount
  23767. */
  23768. setDeltaRotation(rotation: Quaternion): void;
  23769. /**
  23770. * Gets the box size of the physics imposter and stores the result in the input parameter
  23771. * @param result Stores the box size
  23772. * @returns The physics imposter
  23773. */
  23774. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23775. /**
  23776. * Gets the radius of the physics imposter
  23777. * @returns Radius of the physics imposter
  23778. */
  23779. getRadius(): number;
  23780. /**
  23781. * Sync a bone with this impostor
  23782. * @param bone The bone to sync to the impostor.
  23783. * @param boneMesh The mesh that the bone is influencing.
  23784. * @param jointPivot The pivot of the joint / bone in local space.
  23785. * @param distToJoint Optional distance from the impostor to the joint.
  23786. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23787. */
  23788. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23789. /**
  23790. * Sync impostor to a bone
  23791. * @param bone The bone that the impostor will be synced to.
  23792. * @param boneMesh The mesh that the bone is influencing.
  23793. * @param jointPivot The pivot of the joint / bone in local space.
  23794. * @param distToJoint Optional distance from the impostor to the joint.
  23795. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23796. * @param boneAxis Optional vector3 axis the bone is aligned with
  23797. */
  23798. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23799. /**
  23800. * No-Imposter type
  23801. */
  23802. static NoImpostor: number;
  23803. /**
  23804. * Sphere-Imposter type
  23805. */
  23806. static SphereImpostor: number;
  23807. /**
  23808. * Box-Imposter type
  23809. */
  23810. static BoxImpostor: number;
  23811. /**
  23812. * Plane-Imposter type
  23813. */
  23814. static PlaneImpostor: number;
  23815. /**
  23816. * Mesh-imposter type
  23817. */
  23818. static MeshImpostor: number;
  23819. /**
  23820. * Capsule-Impostor type (Ammo.js plugin only)
  23821. */
  23822. static CapsuleImpostor: number;
  23823. /**
  23824. * Cylinder-Imposter type
  23825. */
  23826. static CylinderImpostor: number;
  23827. /**
  23828. * Particle-Imposter type
  23829. */
  23830. static ParticleImpostor: number;
  23831. /**
  23832. * Heightmap-Imposter type
  23833. */
  23834. static HeightmapImpostor: number;
  23835. /**
  23836. * ConvexHull-Impostor type (Ammo.js plugin only)
  23837. */
  23838. static ConvexHullImpostor: number;
  23839. /**
  23840. * Rope-Imposter type
  23841. */
  23842. static RopeImpostor: number;
  23843. /**
  23844. * Cloth-Imposter type
  23845. */
  23846. static ClothImpostor: number;
  23847. /**
  23848. * Softbody-Imposter type
  23849. */
  23850. static SoftbodyImpostor: number;
  23851. }
  23852. }
  23853. declare module "babylonjs/Meshes/mesh" {
  23854. import { Observable } from "babylonjs/Misc/observable";
  23855. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23856. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23857. import { Camera } from "babylonjs/Cameras/camera";
  23858. import { Scene } from "babylonjs/scene";
  23859. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23860. import { Color4 } from "babylonjs/Maths/math.color";
  23861. import { Engine } from "babylonjs/Engines/engine";
  23862. import { Node } from "babylonjs/node";
  23863. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23864. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23865. import { Buffer } from "babylonjs/Meshes/buffer";
  23866. import { Geometry } from "babylonjs/Meshes/geometry";
  23867. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23868. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23869. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23870. import { Effect } from "babylonjs/Materials/effect";
  23871. import { Material } from "babylonjs/Materials/material";
  23872. import { Skeleton } from "babylonjs/Bones/skeleton";
  23873. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23874. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23875. import { Path3D } from "babylonjs/Maths/math.path";
  23876. import { Plane } from "babylonjs/Maths/math.plane";
  23877. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23878. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23879. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23880. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23881. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23882. /**
  23883. * @hidden
  23884. **/
  23885. export class _CreationDataStorage {
  23886. closePath?: boolean;
  23887. closeArray?: boolean;
  23888. idx: number[];
  23889. dashSize: number;
  23890. gapSize: number;
  23891. path3D: Path3D;
  23892. pathArray: Vector3[][];
  23893. arc: number;
  23894. radius: number;
  23895. cap: number;
  23896. tessellation: number;
  23897. }
  23898. /**
  23899. * @hidden
  23900. **/
  23901. class _InstanceDataStorage {
  23902. visibleInstances: any;
  23903. batchCache: _InstancesBatch;
  23904. instancesBufferSize: number;
  23905. instancesBuffer: Nullable<Buffer>;
  23906. instancesData: Float32Array;
  23907. overridenInstanceCount: number;
  23908. isFrozen: boolean;
  23909. previousBatch: Nullable<_InstancesBatch>;
  23910. hardwareInstancedRendering: boolean;
  23911. sideOrientation: number;
  23912. }
  23913. /**
  23914. * @hidden
  23915. **/
  23916. export class _InstancesBatch {
  23917. mustReturn: boolean;
  23918. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23919. renderSelf: boolean[];
  23920. hardwareInstancedRendering: boolean[];
  23921. }
  23922. /**
  23923. * Class used to represent renderable models
  23924. */
  23925. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23926. /**
  23927. * Mesh side orientation : usually the external or front surface
  23928. */
  23929. static readonly FRONTSIDE: number;
  23930. /**
  23931. * Mesh side orientation : usually the internal or back surface
  23932. */
  23933. static readonly BACKSIDE: number;
  23934. /**
  23935. * Mesh side orientation : both internal and external or front and back surfaces
  23936. */
  23937. static readonly DOUBLESIDE: number;
  23938. /**
  23939. * Mesh side orientation : by default, `FRONTSIDE`
  23940. */
  23941. static readonly DEFAULTSIDE: number;
  23942. /**
  23943. * Mesh cap setting : no cap
  23944. */
  23945. static readonly NO_CAP: number;
  23946. /**
  23947. * Mesh cap setting : one cap at the beginning of the mesh
  23948. */
  23949. static readonly CAP_START: number;
  23950. /**
  23951. * Mesh cap setting : one cap at the end of the mesh
  23952. */
  23953. static readonly CAP_END: number;
  23954. /**
  23955. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23956. */
  23957. static readonly CAP_ALL: number;
  23958. /**
  23959. * Mesh pattern setting : no flip or rotate
  23960. */
  23961. static readonly NO_FLIP: number;
  23962. /**
  23963. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23964. */
  23965. static readonly FLIP_TILE: number;
  23966. /**
  23967. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23968. */
  23969. static readonly ROTATE_TILE: number;
  23970. /**
  23971. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23972. */
  23973. static readonly FLIP_ROW: number;
  23974. /**
  23975. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23976. */
  23977. static readonly ROTATE_ROW: number;
  23978. /**
  23979. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23980. */
  23981. static readonly FLIP_N_ROTATE_TILE: number;
  23982. /**
  23983. * Mesh pattern setting : rotate pattern and rotate
  23984. */
  23985. static readonly FLIP_N_ROTATE_ROW: number;
  23986. /**
  23987. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23988. */
  23989. static readonly CENTER: number;
  23990. /**
  23991. * Mesh tile positioning : part tiles on left
  23992. */
  23993. static readonly LEFT: number;
  23994. /**
  23995. * Mesh tile positioning : part tiles on right
  23996. */
  23997. static readonly RIGHT: number;
  23998. /**
  23999. * Mesh tile positioning : part tiles on top
  24000. */
  24001. static readonly TOP: number;
  24002. /**
  24003. * Mesh tile positioning : part tiles on bottom
  24004. */
  24005. static readonly BOTTOM: number;
  24006. /**
  24007. * Gets the default side orientation.
  24008. * @param orientation the orientation to value to attempt to get
  24009. * @returns the default orientation
  24010. * @hidden
  24011. */
  24012. static _GetDefaultSideOrientation(orientation?: number): number;
  24013. private _internalMeshDataInfo;
  24014. /**
  24015. * An event triggered before rendering the mesh
  24016. */
  24017. readonly onBeforeRenderObservable: Observable<Mesh>;
  24018. /**
  24019. * An event triggered before binding the mesh
  24020. */
  24021. readonly onBeforeBindObservable: Observable<Mesh>;
  24022. /**
  24023. * An event triggered after rendering the mesh
  24024. */
  24025. readonly onAfterRenderObservable: Observable<Mesh>;
  24026. /**
  24027. * An event triggered before drawing the mesh
  24028. */
  24029. readonly onBeforeDrawObservable: Observable<Mesh>;
  24030. private _onBeforeDrawObserver;
  24031. /**
  24032. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24033. */
  24034. onBeforeDraw: () => void;
  24035. /**
  24036. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24037. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24038. */
  24039. delayLoadState: number;
  24040. /**
  24041. * Gets the list of instances created from this mesh
  24042. * it is not supposed to be modified manually.
  24043. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24044. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24045. */
  24046. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24047. /**
  24048. * Gets the file containing delay loading data for this mesh
  24049. */
  24050. delayLoadingFile: string;
  24051. /** @hidden */
  24052. _binaryInfo: any;
  24053. /**
  24054. * User defined function used to change how LOD level selection is done
  24055. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24056. */
  24057. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24058. /**
  24059. * Gets or sets the morph target manager
  24060. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24061. */
  24062. morphTargetManager: Nullable<MorphTargetManager>;
  24063. /** @hidden */
  24064. _creationDataStorage: Nullable<_CreationDataStorage>;
  24065. /** @hidden */
  24066. _geometry: Nullable<Geometry>;
  24067. /** @hidden */
  24068. _delayInfo: Array<string>;
  24069. /** @hidden */
  24070. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24071. /** @hidden */
  24072. _instanceDataStorage: _InstanceDataStorage;
  24073. private _effectiveMaterial;
  24074. /** @hidden */
  24075. _shouldGenerateFlatShading: boolean;
  24076. /** @hidden */
  24077. _originalBuilderSideOrientation: number;
  24078. /**
  24079. * Use this property to change the original side orientation defined at construction time
  24080. */
  24081. overrideMaterialSideOrientation: Nullable<number>;
  24082. /**
  24083. * Gets the source mesh (the one used to clone this one from)
  24084. */
  24085. readonly source: Nullable<Mesh>;
  24086. /**
  24087. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24088. */
  24089. isUnIndexed: boolean;
  24090. /**
  24091. * @constructor
  24092. * @param name The value used by scene.getMeshByName() to do a lookup.
  24093. * @param scene The scene to add this mesh to.
  24094. * @param parent The parent of this mesh, if it has one
  24095. * @param source An optional Mesh from which geometry is shared, cloned.
  24096. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24097. * When false, achieved by calling a clone(), also passing False.
  24098. * This will make creation of children, recursive.
  24099. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24100. */
  24101. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24102. /**
  24103. * Gets the class name
  24104. * @returns the string "Mesh".
  24105. */
  24106. getClassName(): string;
  24107. /** @hidden */
  24108. readonly _isMesh: boolean;
  24109. /**
  24110. * Returns a description of this mesh
  24111. * @param fullDetails define if full details about this mesh must be used
  24112. * @returns a descriptive string representing this mesh
  24113. */
  24114. toString(fullDetails?: boolean): string;
  24115. /** @hidden */
  24116. _unBindEffect(): void;
  24117. /**
  24118. * Gets a boolean indicating if this mesh has LOD
  24119. */
  24120. readonly hasLODLevels: boolean;
  24121. /**
  24122. * Gets the list of MeshLODLevel associated with the current mesh
  24123. * @returns an array of MeshLODLevel
  24124. */
  24125. getLODLevels(): MeshLODLevel[];
  24126. private _sortLODLevels;
  24127. /**
  24128. * Add a mesh as LOD level triggered at the given distance.
  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. * @param mesh The mesh to be added as LOD level (can be null)
  24132. * @return This mesh (for chaining)
  24133. */
  24134. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24135. /**
  24136. * Returns the LOD level mesh at the passed distance or null if not found.
  24137. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24138. * @param distance The distance from the center of the object to show this level
  24139. * @returns a Mesh or `null`
  24140. */
  24141. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24142. /**
  24143. * Remove a mesh from the LOD array
  24144. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24145. * @param mesh defines the mesh to be removed
  24146. * @return This mesh (for chaining)
  24147. */
  24148. removeLODLevel(mesh: Mesh): Mesh;
  24149. /**
  24150. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24151. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24152. * @param camera defines the camera to use to compute distance
  24153. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24154. * @return This mesh (for chaining)
  24155. */
  24156. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24157. /**
  24158. * Gets the mesh internal Geometry object
  24159. */
  24160. readonly geometry: Nullable<Geometry>;
  24161. /**
  24162. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24163. * @returns the total number of vertices
  24164. */
  24165. getTotalVertices(): number;
  24166. /**
  24167. * Returns the content of an associated vertex buffer
  24168. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24169. * - VertexBuffer.PositionKind
  24170. * - VertexBuffer.UVKind
  24171. * - VertexBuffer.UV2Kind
  24172. * - VertexBuffer.UV3Kind
  24173. * - VertexBuffer.UV4Kind
  24174. * - VertexBuffer.UV5Kind
  24175. * - VertexBuffer.UV6Kind
  24176. * - VertexBuffer.ColorKind
  24177. * - VertexBuffer.MatricesIndicesKind
  24178. * - VertexBuffer.MatricesIndicesExtraKind
  24179. * - VertexBuffer.MatricesWeightsKind
  24180. * - VertexBuffer.MatricesWeightsExtraKind
  24181. * @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
  24182. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24183. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24184. */
  24185. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24186. /**
  24187. * Returns the mesh VertexBuffer object from the requested `kind`
  24188. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24189. * - VertexBuffer.PositionKind
  24190. * - VertexBuffer.NormalKind
  24191. * - VertexBuffer.UVKind
  24192. * - VertexBuffer.UV2Kind
  24193. * - VertexBuffer.UV3Kind
  24194. * - VertexBuffer.UV4Kind
  24195. * - VertexBuffer.UV5Kind
  24196. * - VertexBuffer.UV6Kind
  24197. * - VertexBuffer.ColorKind
  24198. * - VertexBuffer.MatricesIndicesKind
  24199. * - VertexBuffer.MatricesIndicesExtraKind
  24200. * - VertexBuffer.MatricesWeightsKind
  24201. * - VertexBuffer.MatricesWeightsExtraKind
  24202. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24203. */
  24204. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24205. /**
  24206. * Tests if a specific vertex buffer is associated with this mesh
  24207. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24208. * - VertexBuffer.PositionKind
  24209. * - VertexBuffer.NormalKind
  24210. * - VertexBuffer.UVKind
  24211. * - VertexBuffer.UV2Kind
  24212. * - VertexBuffer.UV3Kind
  24213. * - VertexBuffer.UV4Kind
  24214. * - VertexBuffer.UV5Kind
  24215. * - VertexBuffer.UV6Kind
  24216. * - VertexBuffer.ColorKind
  24217. * - VertexBuffer.MatricesIndicesKind
  24218. * - VertexBuffer.MatricesIndicesExtraKind
  24219. * - VertexBuffer.MatricesWeightsKind
  24220. * - VertexBuffer.MatricesWeightsExtraKind
  24221. * @returns a boolean
  24222. */
  24223. isVerticesDataPresent(kind: string): boolean;
  24224. /**
  24225. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24226. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24227. * - VertexBuffer.PositionKind
  24228. * - VertexBuffer.UVKind
  24229. * - VertexBuffer.UV2Kind
  24230. * - VertexBuffer.UV3Kind
  24231. * - VertexBuffer.UV4Kind
  24232. * - VertexBuffer.UV5Kind
  24233. * - VertexBuffer.UV6Kind
  24234. * - VertexBuffer.ColorKind
  24235. * - VertexBuffer.MatricesIndicesKind
  24236. * - VertexBuffer.MatricesIndicesExtraKind
  24237. * - VertexBuffer.MatricesWeightsKind
  24238. * - VertexBuffer.MatricesWeightsExtraKind
  24239. * @returns a boolean
  24240. */
  24241. isVertexBufferUpdatable(kind: string): boolean;
  24242. /**
  24243. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24244. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24245. * - VertexBuffer.PositionKind
  24246. * - VertexBuffer.NormalKind
  24247. * - VertexBuffer.UVKind
  24248. * - VertexBuffer.UV2Kind
  24249. * - VertexBuffer.UV3Kind
  24250. * - VertexBuffer.UV4Kind
  24251. * - VertexBuffer.UV5Kind
  24252. * - VertexBuffer.UV6Kind
  24253. * - VertexBuffer.ColorKind
  24254. * - VertexBuffer.MatricesIndicesKind
  24255. * - VertexBuffer.MatricesIndicesExtraKind
  24256. * - VertexBuffer.MatricesWeightsKind
  24257. * - VertexBuffer.MatricesWeightsExtraKind
  24258. * @returns an array of strings
  24259. */
  24260. getVerticesDataKinds(): string[];
  24261. /**
  24262. * Returns a positive integer : the total number of indices in this mesh geometry.
  24263. * @returns the numner of indices or zero if the mesh has no geometry.
  24264. */
  24265. getTotalIndices(): number;
  24266. /**
  24267. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24268. * @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.
  24269. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24270. * @returns the indices array or an empty array if the mesh has no geometry
  24271. */
  24272. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24273. readonly isBlocked: boolean;
  24274. /**
  24275. * Determine if the current mesh is ready to be rendered
  24276. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24277. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24278. * @returns true if all associated assets are ready (material, textures, shaders)
  24279. */
  24280. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24281. /**
  24282. * 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.
  24283. */
  24284. readonly areNormalsFrozen: boolean;
  24285. /**
  24286. * 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.
  24287. * @returns the current mesh
  24288. */
  24289. freezeNormals(): Mesh;
  24290. /**
  24291. * 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
  24292. * @returns the current mesh
  24293. */
  24294. unfreezeNormals(): Mesh;
  24295. /**
  24296. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24297. */
  24298. overridenInstanceCount: number;
  24299. /** @hidden */
  24300. _preActivate(): Mesh;
  24301. /** @hidden */
  24302. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24303. /** @hidden */
  24304. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24305. /**
  24306. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24307. * This means the mesh underlying bounding box and sphere are recomputed.
  24308. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24309. * @returns the current mesh
  24310. */
  24311. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24312. /** @hidden */
  24313. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24314. /**
  24315. * This function will subdivide the mesh into multiple submeshes
  24316. * @param count defines the expected number of submeshes
  24317. */
  24318. subdivide(count: number): void;
  24319. /**
  24320. * Copy a FloatArray into a specific associated vertex buffer
  24321. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24322. * - VertexBuffer.PositionKind
  24323. * - VertexBuffer.UVKind
  24324. * - VertexBuffer.UV2Kind
  24325. * - VertexBuffer.UV3Kind
  24326. * - VertexBuffer.UV4Kind
  24327. * - VertexBuffer.UV5Kind
  24328. * - VertexBuffer.UV6Kind
  24329. * - VertexBuffer.ColorKind
  24330. * - VertexBuffer.MatricesIndicesKind
  24331. * - VertexBuffer.MatricesIndicesExtraKind
  24332. * - VertexBuffer.MatricesWeightsKind
  24333. * - VertexBuffer.MatricesWeightsExtraKind
  24334. * @param data defines the data source
  24335. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24336. * @param stride defines the data stride size (can be null)
  24337. * @returns the current mesh
  24338. */
  24339. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24340. /**
  24341. * Flags an associated vertex buffer as updatable
  24342. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24343. * - VertexBuffer.PositionKind
  24344. * - VertexBuffer.UVKind
  24345. * - VertexBuffer.UV2Kind
  24346. * - VertexBuffer.UV3Kind
  24347. * - VertexBuffer.UV4Kind
  24348. * - VertexBuffer.UV5Kind
  24349. * - VertexBuffer.UV6Kind
  24350. * - VertexBuffer.ColorKind
  24351. * - VertexBuffer.MatricesIndicesKind
  24352. * - VertexBuffer.MatricesIndicesExtraKind
  24353. * - VertexBuffer.MatricesWeightsKind
  24354. * - VertexBuffer.MatricesWeightsExtraKind
  24355. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24356. */
  24357. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24358. /**
  24359. * Sets the mesh global Vertex Buffer
  24360. * @param buffer defines the buffer to use
  24361. * @returns the current mesh
  24362. */
  24363. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24364. /**
  24365. * Update a specific associated vertex buffer
  24366. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24367. * - VertexBuffer.PositionKind
  24368. * - VertexBuffer.UVKind
  24369. * - VertexBuffer.UV2Kind
  24370. * - VertexBuffer.UV3Kind
  24371. * - VertexBuffer.UV4Kind
  24372. * - VertexBuffer.UV5Kind
  24373. * - VertexBuffer.UV6Kind
  24374. * - VertexBuffer.ColorKind
  24375. * - VertexBuffer.MatricesIndicesKind
  24376. * - VertexBuffer.MatricesIndicesExtraKind
  24377. * - VertexBuffer.MatricesWeightsKind
  24378. * - VertexBuffer.MatricesWeightsExtraKind
  24379. * @param data defines the data source
  24380. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24381. * @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)
  24382. * @returns the current mesh
  24383. */
  24384. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24385. /**
  24386. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24387. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24388. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24389. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24390. * @returns the current mesh
  24391. */
  24392. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24393. /**
  24394. * Creates a un-shared specific occurence of the geometry for the mesh.
  24395. * @returns the current mesh
  24396. */
  24397. makeGeometryUnique(): Mesh;
  24398. /**
  24399. * Set the index buffer of this mesh
  24400. * @param indices defines the source data
  24401. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24402. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24403. * @returns the current mesh
  24404. */
  24405. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24406. /**
  24407. * Update the current index buffer
  24408. * @param indices defines the source data
  24409. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24410. * @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)
  24411. * @returns the current mesh
  24412. */
  24413. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24414. /**
  24415. * Invert the geometry to move from a right handed system to a left handed one.
  24416. * @returns the current mesh
  24417. */
  24418. toLeftHanded(): Mesh;
  24419. /** @hidden */
  24420. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24421. /** @hidden */
  24422. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24423. /**
  24424. * Registers for this mesh a javascript function called just before the rendering process
  24425. * @param func defines the function to call before rendering this mesh
  24426. * @returns the current mesh
  24427. */
  24428. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24429. /**
  24430. * Disposes a previously registered javascript function called before the rendering
  24431. * @param func defines the function to remove
  24432. * @returns the current mesh
  24433. */
  24434. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24435. /**
  24436. * Registers for this mesh a javascript function called just after the rendering is complete
  24437. * @param func defines the function to call after rendering this mesh
  24438. * @returns the current mesh
  24439. */
  24440. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24441. /**
  24442. * Disposes a previously registered javascript function called after the rendering.
  24443. * @param func defines the function to remove
  24444. * @returns the current mesh
  24445. */
  24446. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24447. /** @hidden */
  24448. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24449. /** @hidden */
  24450. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24451. /** @hidden */
  24452. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24453. /** @hidden */
  24454. _rebuild(): void;
  24455. /** @hidden */
  24456. _freeze(): void;
  24457. /** @hidden */
  24458. _unFreeze(): void;
  24459. /**
  24460. * 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
  24461. * @param subMesh defines the subMesh to render
  24462. * @param enableAlphaMode defines if alpha mode can be changed
  24463. * @returns the current mesh
  24464. */
  24465. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24466. private _onBeforeDraw;
  24467. /**
  24468. * Renormalize the mesh and patch it up if there are no weights
  24469. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24470. * However in the case of zero weights then we set just a single influence to 1.
  24471. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24472. */
  24473. cleanMatrixWeights(): void;
  24474. private normalizeSkinFourWeights;
  24475. private normalizeSkinWeightsAndExtra;
  24476. /**
  24477. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24478. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24479. * the user know there was an issue with importing the mesh
  24480. * @returns a validation object with skinned, valid and report string
  24481. */
  24482. validateSkinning(): {
  24483. skinned: boolean;
  24484. valid: boolean;
  24485. report: string;
  24486. };
  24487. /** @hidden */
  24488. _checkDelayState(): Mesh;
  24489. private _queueLoad;
  24490. /**
  24491. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24492. * A mesh is in the frustum if its bounding box intersects the frustum
  24493. * @param frustumPlanes defines the frustum to test
  24494. * @returns true if the mesh is in the frustum planes
  24495. */
  24496. isInFrustum(frustumPlanes: Plane[]): boolean;
  24497. /**
  24498. * Sets the mesh material by the material or multiMaterial `id` property
  24499. * @param id is a string identifying the material or the multiMaterial
  24500. * @returns the current mesh
  24501. */
  24502. setMaterialByID(id: string): Mesh;
  24503. /**
  24504. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24505. * @returns an array of IAnimatable
  24506. */
  24507. getAnimatables(): IAnimatable[];
  24508. /**
  24509. * Modifies the mesh geometry according to the passed transformation matrix.
  24510. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24511. * The mesh normals are modified using the same transformation.
  24512. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24513. * @param transform defines the transform matrix to use
  24514. * @see http://doc.babylonjs.com/resources/baking_transformations
  24515. * @returns the current mesh
  24516. */
  24517. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24518. /**
  24519. * Modifies the mesh geometry according to its own current World Matrix.
  24520. * The mesh World Matrix is then reset.
  24521. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24522. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24523. * @see http://doc.babylonjs.com/resources/baking_transformations
  24524. * @returns the current mesh
  24525. */
  24526. bakeCurrentTransformIntoVertices(): Mesh;
  24527. /** @hidden */
  24528. readonly _positions: Nullable<Vector3[]>;
  24529. /** @hidden */
  24530. _resetPointsArrayCache(): Mesh;
  24531. /** @hidden */
  24532. _generatePointsArray(): boolean;
  24533. /**
  24534. * Returns a new Mesh object generated from the current mesh properties.
  24535. * This method must not get confused with createInstance()
  24536. * @param name is a string, the name given to the new mesh
  24537. * @param newParent can be any Node object (default `null`)
  24538. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24539. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24540. * @returns a new mesh
  24541. */
  24542. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24543. /**
  24544. * Releases resources associated with this mesh.
  24545. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24546. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24547. */
  24548. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24549. /**
  24550. * Modifies the mesh geometry according to a displacement map.
  24551. * 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.
  24552. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24553. * @param url is a string, the URL from the image file is to be downloaded.
  24554. * @param minHeight is the lower limit of the displacement.
  24555. * @param maxHeight is the upper limit of the displacement.
  24556. * @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.
  24557. * @param uvOffset is an optional vector2 used to offset UV.
  24558. * @param uvScale is an optional vector2 used to scale UV.
  24559. * @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.
  24560. * @returns the Mesh.
  24561. */
  24562. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24563. /**
  24564. * Modifies the mesh geometry according to a displacementMap buffer.
  24565. * 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.
  24566. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24567. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24568. * @param heightMapWidth is the width of the buffer image.
  24569. * @param heightMapHeight is the height of the buffer image.
  24570. * @param minHeight is the lower limit of the displacement.
  24571. * @param maxHeight is the upper limit of the displacement.
  24572. * @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.
  24573. * @param uvOffset is an optional vector2 used to offset UV.
  24574. * @param uvScale is an optional vector2 used to scale UV.
  24575. * @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.
  24576. * @returns the Mesh.
  24577. */
  24578. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24579. /**
  24580. * Modify the mesh to get a flat shading rendering.
  24581. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24582. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24583. * @returns current mesh
  24584. */
  24585. convertToFlatShadedMesh(): Mesh;
  24586. /**
  24587. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24588. * In other words, more vertices, no more indices and a single bigger VBO.
  24589. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24590. * @returns current mesh
  24591. */
  24592. convertToUnIndexedMesh(): Mesh;
  24593. /**
  24594. * Inverses facet orientations.
  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 flipNormals will also inverts the normals
  24597. * @returns current mesh
  24598. */
  24599. flipFaces(flipNormals?: boolean): Mesh;
  24600. /**
  24601. * Increase the number of facets and hence vertices in a mesh
  24602. * Vertex normals are interpolated from existing vertex normals
  24603. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24604. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24605. */
  24606. increaseVertices(numberPerEdge: number): void;
  24607. /**
  24608. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24609. * This will undo any application of covertToFlatShadedMesh
  24610. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24611. */
  24612. forceSharedVertices(): void;
  24613. /** @hidden */
  24614. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24615. /** @hidden */
  24616. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24617. /**
  24618. * Creates a new InstancedMesh object from the mesh model.
  24619. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24620. * @param name defines the name of the new instance
  24621. * @returns a new InstancedMesh
  24622. */
  24623. createInstance(name: string): InstancedMesh;
  24624. /**
  24625. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24626. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24627. * @returns the current mesh
  24628. */
  24629. synchronizeInstances(): Mesh;
  24630. /**
  24631. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24632. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24633. * This should be used together with the simplification to avoid disappearing triangles.
  24634. * @param successCallback an optional success callback to be called after the optimization finished.
  24635. * @returns the current mesh
  24636. */
  24637. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24638. /**
  24639. * Serialize current mesh
  24640. * @param serializationObject defines the object which will receive the serialization data
  24641. */
  24642. serialize(serializationObject: any): void;
  24643. /** @hidden */
  24644. _syncGeometryWithMorphTargetManager(): void;
  24645. /** @hidden */
  24646. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24647. /**
  24648. * Returns a new Mesh object parsed from the source provided.
  24649. * @param parsedMesh is the source
  24650. * @param scene defines the hosting scene
  24651. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24652. * @returns a new Mesh
  24653. */
  24654. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24655. /**
  24656. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24657. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24658. * @param name defines the name of the mesh to create
  24659. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24660. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24661. * @param closePath creates a seam between the first and the last points of each path of the path array
  24662. * @param offset is taken in account only if the `pathArray` is containing a single path
  24663. * @param scene defines the hosting scene
  24664. * @param updatable defines if the mesh must be flagged as updatable
  24665. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24666. * @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)
  24667. * @returns a new Mesh
  24668. */
  24669. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24670. /**
  24671. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24672. * @param name defines the name of the mesh to create
  24673. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24674. * @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
  24675. * @param scene defines the hosting scene
  24676. * @param updatable defines if the mesh must be flagged as updatable
  24677. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24678. * @returns a new Mesh
  24679. */
  24680. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24681. /**
  24682. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24683. * @param name defines the name of the mesh to create
  24684. * @param size sets the size (float) of each box side (default 1)
  24685. * @param scene defines the hosting scene
  24686. * @param updatable defines if the mesh must be flagged as updatable
  24687. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24688. * @returns a new Mesh
  24689. */
  24690. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24691. /**
  24692. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24693. * @param name defines the name of the mesh to create
  24694. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24695. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24696. * @param scene defines the hosting scene
  24697. * @param updatable defines if the mesh must be flagged as updatable
  24698. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24699. * @returns a new Mesh
  24700. */
  24701. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24702. /**
  24703. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24704. * @param name defines the name of the mesh to create
  24705. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24706. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24707. * @param scene defines the hosting scene
  24708. * @returns a new Mesh
  24709. */
  24710. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24711. /**
  24712. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24713. * @param name defines the name of the mesh to create
  24714. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24715. * @param diameterTop set the top cap diameter (floats, default 1)
  24716. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24717. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24718. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24719. * @param scene defines the hosting scene
  24720. * @param updatable defines if the mesh must be flagged as updatable
  24721. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24722. * @returns a new Mesh
  24723. */
  24724. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24725. /**
  24726. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24727. * @param name defines the name of the mesh to create
  24728. * @param diameter sets the diameter size (float) of the torus (default 1)
  24729. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24730. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24731. * @param scene defines the hosting scene
  24732. * @param updatable defines if the mesh must be flagged as updatable
  24733. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24734. * @returns a new Mesh
  24735. */
  24736. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24737. /**
  24738. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24739. * @param name defines the name of the mesh to create
  24740. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24741. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24742. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24743. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24744. * @param p the number of windings on X axis (positive integers, default 2)
  24745. * @param q the number of windings on Y axis (positive integers, default 3)
  24746. * @param scene defines the hosting scene
  24747. * @param updatable defines if the mesh must be flagged as updatable
  24748. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24749. * @returns a new Mesh
  24750. */
  24751. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24752. /**
  24753. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24754. * @param name defines the name of the mesh to create
  24755. * @param points is an array successive Vector3
  24756. * @param scene defines the hosting scene
  24757. * @param updatable defines if the mesh must be flagged as updatable
  24758. * @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).
  24759. * @returns a new Mesh
  24760. */
  24761. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24762. /**
  24763. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24764. * @param name defines the name of the mesh to create
  24765. * @param points is an array successive Vector3
  24766. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24767. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24768. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24769. * @param scene defines the hosting scene
  24770. * @param updatable defines if the mesh must be flagged as updatable
  24771. * @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)
  24772. * @returns a new Mesh
  24773. */
  24774. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24775. /**
  24776. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24777. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24778. * 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.
  24779. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24780. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24781. * Remember you can only change the shape positions, not their number when updating a polygon.
  24782. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24783. * @param name defines the name of the mesh to create
  24784. * @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
  24785. * @param scene defines the hosting scene
  24786. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24787. * @param updatable defines if the mesh must be flagged as updatable
  24788. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24789. * @param earcutInjection can be used to inject your own earcut reference
  24790. * @returns a new Mesh
  24791. */
  24792. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24793. /**
  24794. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24795. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24796. * @param name defines the name of the mesh to create
  24797. * @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
  24798. * @param depth defines the height of extrusion
  24799. * @param scene defines the hosting scene
  24800. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24801. * @param updatable defines if the mesh must be flagged as updatable
  24802. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24803. * @param earcutInjection can be used to inject your own earcut reference
  24804. * @returns a new Mesh
  24805. */
  24806. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24807. /**
  24808. * Creates an extruded shape mesh.
  24809. * 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
  24810. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24811. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24812. * @param name defines the name of the mesh to create
  24813. * @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
  24814. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24815. * @param scale is the value to scale the shape
  24816. * @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
  24817. * @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
  24818. * @param scene defines the hosting scene
  24819. * @param updatable defines if the mesh must be flagged as updatable
  24820. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24821. * @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)
  24822. * @returns a new Mesh
  24823. */
  24824. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24825. /**
  24826. * Creates an custom extruded shape mesh.
  24827. * The custom extrusion is a parametric shape.
  24828. * It has no predefined shape. Its final shape will depend on the input parameters.
  24829. * Please consider using the same method from the MeshBuilder class instead
  24830. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24831. * @param name defines the name of the mesh to create
  24832. * @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
  24833. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24834. * @param scaleFunction is a custom Javascript function called on each path point
  24835. * @param rotationFunction is a custom Javascript function called on each path point
  24836. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24837. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24838. * @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
  24839. * @param scene defines the hosting scene
  24840. * @param updatable defines if the mesh must be flagged as updatable
  24841. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24842. * @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)
  24843. * @returns a new Mesh
  24844. */
  24845. 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;
  24846. /**
  24847. * Creates lathe mesh.
  24848. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24849. * Please consider using the same method from the MeshBuilder class instead
  24850. * @param name defines the name of the mesh to create
  24851. * @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
  24852. * @param radius is the radius value of the lathe
  24853. * @param tessellation is the side number of the lathe.
  24854. * @param scene defines the hosting scene
  24855. * @param updatable defines if the mesh must be flagged as updatable
  24856. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24857. * @returns a new Mesh
  24858. */
  24859. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24860. /**
  24861. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24862. * @param name defines the name of the mesh to create
  24863. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24864. * @param scene defines the hosting scene
  24865. * @param updatable defines if the mesh must be flagged as updatable
  24866. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24867. * @returns a new Mesh
  24868. */
  24869. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24870. /**
  24871. * Creates a ground mesh.
  24872. * Please consider using the same method from the MeshBuilder class instead
  24873. * @param name defines the name of the mesh to create
  24874. * @param width set the width of the ground
  24875. * @param height set the height of the ground
  24876. * @param subdivisions sets the number of subdivisions per side
  24877. * @param scene defines the hosting scene
  24878. * @param updatable defines if the mesh must be flagged as updatable
  24879. * @returns a new Mesh
  24880. */
  24881. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24882. /**
  24883. * Creates a tiled ground mesh.
  24884. * Please consider using the same method from the MeshBuilder class instead
  24885. * @param name defines the name of the mesh to create
  24886. * @param xmin set the ground minimum X coordinate
  24887. * @param zmin set the ground minimum Y coordinate
  24888. * @param xmax set the ground maximum X coordinate
  24889. * @param zmax set the ground maximum Z coordinate
  24890. * @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
  24891. * @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
  24892. * @param scene defines the hosting scene
  24893. * @param updatable defines if the mesh must be flagged as updatable
  24894. * @returns a new Mesh
  24895. */
  24896. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24897. w: number;
  24898. h: number;
  24899. }, precision: {
  24900. w: number;
  24901. h: number;
  24902. }, scene: Scene, updatable?: boolean): Mesh;
  24903. /**
  24904. * Creates a ground mesh from a height map.
  24905. * Please consider using the same method from the MeshBuilder class instead
  24906. * @see http://doc.babylonjs.com/babylon101/height_map
  24907. * @param name defines the name of the mesh to create
  24908. * @param url sets the URL of the height map image resource
  24909. * @param width set the ground width size
  24910. * @param height set the ground height size
  24911. * @param subdivisions sets the number of subdivision per side
  24912. * @param minHeight is the minimum altitude on the ground
  24913. * @param maxHeight is the maximum altitude on the ground
  24914. * @param scene defines the hosting scene
  24915. * @param updatable defines if the mesh must be flagged as updatable
  24916. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24917. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24918. * @returns a new Mesh
  24919. */
  24920. 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;
  24921. /**
  24922. * Creates a tube mesh.
  24923. * The tube is a parametric shape.
  24924. * It has no predefined shape. Its final shape will depend on the input parameters.
  24925. * Please consider using the same method from the MeshBuilder class instead
  24926. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24927. * @param name defines the name of the mesh to create
  24928. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24929. * @param radius sets the tube radius size
  24930. * @param tessellation is the number of sides on the tubular surface
  24931. * @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
  24932. * @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
  24933. * @param scene defines the hosting scene
  24934. * @param updatable defines if the mesh must be flagged as updatable
  24935. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24936. * @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)
  24937. * @returns a new Mesh
  24938. */
  24939. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24940. (i: number, distance: number): number;
  24941. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24942. /**
  24943. * Creates a polyhedron mesh.
  24944. * Please consider using the same method from the MeshBuilder class instead.
  24945. * * 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
  24946. * * The parameter `size` (positive float, default 1) sets the polygon size
  24947. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24948. * * 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`
  24949. * * 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
  24950. * * 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)`)
  24951. * * 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
  24952. * * 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
  24953. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24954. * * If you create a double-sided mesh, you can choose what parts of 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
  24955. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24956. * @param name defines the name of the mesh to create
  24957. * @param options defines the options used to create the mesh
  24958. * @param scene defines the hosting scene
  24959. * @returns a new Mesh
  24960. */
  24961. static CreatePolyhedron(name: string, options: {
  24962. type?: number;
  24963. size?: number;
  24964. sizeX?: number;
  24965. sizeY?: number;
  24966. sizeZ?: number;
  24967. custom?: any;
  24968. faceUV?: Vector4[];
  24969. faceColors?: Color4[];
  24970. updatable?: boolean;
  24971. sideOrientation?: number;
  24972. }, scene: Scene): Mesh;
  24973. /**
  24974. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24975. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24976. * * 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`)
  24977. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24978. * * 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
  24979. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24980. * * If you create a double-sided mesh, you can choose what parts of 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
  24981. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24982. * @param name defines the name of the mesh
  24983. * @param options defines the options used to create the mesh
  24984. * @param scene defines the hosting scene
  24985. * @returns a new Mesh
  24986. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24987. */
  24988. static CreateIcoSphere(name: string, options: {
  24989. radius?: number;
  24990. flat?: boolean;
  24991. subdivisions?: number;
  24992. sideOrientation?: number;
  24993. updatable?: boolean;
  24994. }, scene: Scene): Mesh;
  24995. /**
  24996. * Creates a decal mesh.
  24997. * Please consider using the same method from the MeshBuilder class instead.
  24998. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24999. * @param name defines the name of the mesh
  25000. * @param sourceMesh defines the mesh receiving the decal
  25001. * @param position sets the position of the decal in world coordinates
  25002. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25003. * @param size sets the decal scaling
  25004. * @param angle sets the angle to rotate the decal
  25005. * @returns a new Mesh
  25006. */
  25007. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25008. /**
  25009. * Prepare internal position array for software CPU skinning
  25010. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25011. */
  25012. setPositionsForCPUSkinning(): Float32Array;
  25013. /**
  25014. * Prepare internal normal array for software CPU skinning
  25015. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25016. */
  25017. setNormalsForCPUSkinning(): Float32Array;
  25018. /**
  25019. * Updates the vertex buffer by applying transformation from the bones
  25020. * @param skeleton defines the skeleton to apply to current mesh
  25021. * @returns the current mesh
  25022. */
  25023. applySkeleton(skeleton: Skeleton): Mesh;
  25024. /**
  25025. * 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
  25026. * @param meshes defines the list of meshes to scan
  25027. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25028. */
  25029. static MinMax(meshes: AbstractMesh[]): {
  25030. min: Vector3;
  25031. max: Vector3;
  25032. };
  25033. /**
  25034. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25035. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25036. * @returns a vector3
  25037. */
  25038. static Center(meshesOrMinMaxVector: {
  25039. min: Vector3;
  25040. max: Vector3;
  25041. } | AbstractMesh[]): Vector3;
  25042. /**
  25043. * Merge the array of meshes into a single mesh for performance reasons.
  25044. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25045. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25046. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25047. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25048. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25049. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25050. * @returns a new mesh
  25051. */
  25052. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25053. /** @hidden */
  25054. addInstance(instance: InstancedMesh): void;
  25055. /** @hidden */
  25056. removeInstance(instance: InstancedMesh): void;
  25057. }
  25058. }
  25059. declare module "babylonjs/Cameras/camera" {
  25060. import { SmartArray } from "babylonjs/Misc/smartArray";
  25061. import { Observable } from "babylonjs/Misc/observable";
  25062. import { Nullable } from "babylonjs/types";
  25063. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25064. import { Scene } from "babylonjs/scene";
  25065. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25066. import { Node } from "babylonjs/node";
  25067. import { Mesh } from "babylonjs/Meshes/mesh";
  25068. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25069. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25070. import { Viewport } from "babylonjs/Maths/math.viewport";
  25071. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25072. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25073. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25074. import { Ray } from "babylonjs/Culling/ray";
  25075. /**
  25076. * This is the base class of all the camera used in the application.
  25077. * @see http://doc.babylonjs.com/features/cameras
  25078. */
  25079. export class Camera extends Node {
  25080. /** @hidden */
  25081. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25082. /**
  25083. * This is the default projection mode used by the cameras.
  25084. * It helps recreating a feeling of perspective and better appreciate depth.
  25085. * This is the best way to simulate real life cameras.
  25086. */
  25087. static readonly PERSPECTIVE_CAMERA: number;
  25088. /**
  25089. * This helps creating camera with an orthographic mode.
  25090. * 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.
  25091. */
  25092. static readonly ORTHOGRAPHIC_CAMERA: number;
  25093. /**
  25094. * This is the default FOV mode for perspective cameras.
  25095. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25096. */
  25097. static readonly FOVMODE_VERTICAL_FIXED: number;
  25098. /**
  25099. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25100. */
  25101. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25102. /**
  25103. * This specifies ther is no need for a camera rig.
  25104. * Basically only one eye is rendered corresponding to the camera.
  25105. */
  25106. static readonly RIG_MODE_NONE: number;
  25107. /**
  25108. * Simulates a camera Rig with one blue eye and one red eye.
  25109. * This can be use with 3d blue and red glasses.
  25110. */
  25111. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25112. /**
  25113. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25114. */
  25115. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25116. /**
  25117. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25118. */
  25119. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25120. /**
  25121. * Defines that both eyes of the camera will be rendered over under each other.
  25122. */
  25123. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25124. /**
  25125. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25126. */
  25127. static readonly RIG_MODE_VR: number;
  25128. /**
  25129. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25130. */
  25131. static readonly RIG_MODE_WEBVR: number;
  25132. /**
  25133. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25134. */
  25135. static readonly RIG_MODE_CUSTOM: number;
  25136. /**
  25137. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25138. */
  25139. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25140. /**
  25141. * Define the input manager associated with the camera.
  25142. */
  25143. inputs: CameraInputsManager<Camera>;
  25144. /** @hidden */
  25145. _position: Vector3;
  25146. /**
  25147. * Define the current local position of the camera in the scene
  25148. */
  25149. position: Vector3;
  25150. /**
  25151. * The vector the camera should consider as up.
  25152. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25153. */
  25154. upVector: Vector3;
  25155. /**
  25156. * Define the current limit on the left side for an orthographic camera
  25157. * In scene unit
  25158. */
  25159. orthoLeft: Nullable<number>;
  25160. /**
  25161. * Define the current limit on the right side for an orthographic camera
  25162. * In scene unit
  25163. */
  25164. orthoRight: Nullable<number>;
  25165. /**
  25166. * Define the current limit on the bottom side for an orthographic camera
  25167. * In scene unit
  25168. */
  25169. orthoBottom: Nullable<number>;
  25170. /**
  25171. * Define the current limit on the top side for an orthographic camera
  25172. * In scene unit
  25173. */
  25174. orthoTop: Nullable<number>;
  25175. /**
  25176. * Field Of View is set in Radians. (default is 0.8)
  25177. */
  25178. fov: number;
  25179. /**
  25180. * Define the minimum distance the camera can see from.
  25181. * This is important to note that the depth buffer are not infinite and the closer it starts
  25182. * the more your scene might encounter depth fighting issue.
  25183. */
  25184. minZ: number;
  25185. /**
  25186. * Define the maximum distance the camera can see to.
  25187. * This is important to note that the depth buffer are not infinite and the further it end
  25188. * the more your scene might encounter depth fighting issue.
  25189. */
  25190. maxZ: number;
  25191. /**
  25192. * Define the default inertia of the camera.
  25193. * This helps giving a smooth feeling to the camera movement.
  25194. */
  25195. inertia: number;
  25196. /**
  25197. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25198. */
  25199. mode: number;
  25200. /**
  25201. * Define wether the camera is intermediate.
  25202. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25203. */
  25204. isIntermediate: boolean;
  25205. /**
  25206. * Define the viewport of the camera.
  25207. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25208. */
  25209. viewport: Viewport;
  25210. /**
  25211. * Restricts the camera to viewing objects with the same layerMask.
  25212. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25213. */
  25214. layerMask: number;
  25215. /**
  25216. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25217. */
  25218. fovMode: number;
  25219. /**
  25220. * Rig mode of the camera.
  25221. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25222. * This is normally controlled byt the camera themselves as internal use.
  25223. */
  25224. cameraRigMode: number;
  25225. /**
  25226. * Defines the distance between both "eyes" in case of a RIG
  25227. */
  25228. interaxialDistance: number;
  25229. /**
  25230. * Defines if stereoscopic rendering is done side by side or over under.
  25231. */
  25232. isStereoscopicSideBySide: boolean;
  25233. /**
  25234. * 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
  25235. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25236. * else in the scene. (Eg. security camera)
  25237. *
  25238. * 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)
  25239. */
  25240. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25241. /**
  25242. * When set, the camera will render to this render target instead of the default canvas
  25243. *
  25244. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25245. */
  25246. outputRenderTarget: Nullable<RenderTargetTexture>;
  25247. /**
  25248. * Observable triggered when the camera view matrix has changed.
  25249. */
  25250. onViewMatrixChangedObservable: Observable<Camera>;
  25251. /**
  25252. * Observable triggered when the camera Projection matrix has changed.
  25253. */
  25254. onProjectionMatrixChangedObservable: Observable<Camera>;
  25255. /**
  25256. * Observable triggered when the inputs have been processed.
  25257. */
  25258. onAfterCheckInputsObservable: Observable<Camera>;
  25259. /**
  25260. * Observable triggered when reset has been called and applied to the camera.
  25261. */
  25262. onRestoreStateObservable: Observable<Camera>;
  25263. /** @hidden */
  25264. _cameraRigParams: any;
  25265. /** @hidden */
  25266. _rigCameras: Camera[];
  25267. /** @hidden */
  25268. _rigPostProcess: Nullable<PostProcess>;
  25269. protected _webvrViewMatrix: Matrix;
  25270. /** @hidden */
  25271. _skipRendering: boolean;
  25272. /** @hidden */
  25273. _projectionMatrix: Matrix;
  25274. /** @hidden */
  25275. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25276. /** @hidden */
  25277. _activeMeshes: SmartArray<AbstractMesh>;
  25278. protected _globalPosition: Vector3;
  25279. /** @hidden */
  25280. _computedViewMatrix: Matrix;
  25281. private _doNotComputeProjectionMatrix;
  25282. private _transformMatrix;
  25283. private _frustumPlanes;
  25284. private _refreshFrustumPlanes;
  25285. private _storedFov;
  25286. private _stateStored;
  25287. /**
  25288. * Instantiates a new camera object.
  25289. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25290. * @see http://doc.babylonjs.com/features/cameras
  25291. * @param name Defines the name of the camera in the scene
  25292. * @param position Defines the position of the camera
  25293. * @param scene Defines the scene the camera belongs too
  25294. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25295. */
  25296. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25297. /**
  25298. * Store current camera state (fov, position, etc..)
  25299. * @returns the camera
  25300. */
  25301. storeState(): Camera;
  25302. /**
  25303. * Restores the camera state values if it has been stored. You must call storeState() first
  25304. */
  25305. protected _restoreStateValues(): boolean;
  25306. /**
  25307. * Restored camera state. You must call storeState() first.
  25308. * @returns true if restored and false otherwise
  25309. */
  25310. restoreState(): boolean;
  25311. /**
  25312. * Gets the class name of the camera.
  25313. * @returns the class name
  25314. */
  25315. getClassName(): string;
  25316. /** @hidden */
  25317. readonly _isCamera: boolean;
  25318. /**
  25319. * Gets a string representation of the camera useful for debug purpose.
  25320. * @param fullDetails Defines that a more verboe level of logging is required
  25321. * @returns the string representation
  25322. */
  25323. toString(fullDetails?: boolean): string;
  25324. /**
  25325. * Gets the current world space position of the camera.
  25326. */
  25327. readonly globalPosition: Vector3;
  25328. /**
  25329. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25330. * @returns the active meshe list
  25331. */
  25332. getActiveMeshes(): SmartArray<AbstractMesh>;
  25333. /**
  25334. * Check wether a mesh is part of the current active mesh list of the camera
  25335. * @param mesh Defines the mesh to check
  25336. * @returns true if active, false otherwise
  25337. */
  25338. isActiveMesh(mesh: Mesh): boolean;
  25339. /**
  25340. * Is this camera ready to be used/rendered
  25341. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25342. * @return true if the camera is ready
  25343. */
  25344. isReady(completeCheck?: boolean): boolean;
  25345. /** @hidden */
  25346. _initCache(): void;
  25347. /** @hidden */
  25348. _updateCache(ignoreParentClass?: boolean): void;
  25349. /** @hidden */
  25350. _isSynchronized(): boolean;
  25351. /** @hidden */
  25352. _isSynchronizedViewMatrix(): boolean;
  25353. /** @hidden */
  25354. _isSynchronizedProjectionMatrix(): boolean;
  25355. /**
  25356. * Attach the input controls to a specific dom element to get the input from.
  25357. * @param element Defines the element the controls should be listened from
  25358. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25359. */
  25360. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25361. /**
  25362. * Detach the current controls from the specified dom element.
  25363. * @param element Defines the element to stop listening the inputs from
  25364. */
  25365. detachControl(element: HTMLElement): void;
  25366. /**
  25367. * Update the camera state according to the different inputs gathered during the frame.
  25368. */
  25369. update(): void;
  25370. /** @hidden */
  25371. _checkInputs(): void;
  25372. /** @hidden */
  25373. readonly rigCameras: Camera[];
  25374. /**
  25375. * Gets the post process used by the rig cameras
  25376. */
  25377. readonly rigPostProcess: Nullable<PostProcess>;
  25378. /**
  25379. * Internal, gets the first post proces.
  25380. * @returns the first post process to be run on this camera.
  25381. */
  25382. _getFirstPostProcess(): Nullable<PostProcess>;
  25383. private _cascadePostProcessesToRigCams;
  25384. /**
  25385. * Attach 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 attach to the camera
  25388. * @param insertAt The position of the post process in case several of them are in use in the scene
  25389. * @returns the position the post process has been inserted at
  25390. */
  25391. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25392. /**
  25393. * Detach a post process to the camera.
  25394. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25395. * @param postProcess The post process to detach from the camera
  25396. */
  25397. detachPostProcess(postProcess: PostProcess): void;
  25398. /**
  25399. * Gets the current world matrix of the camera
  25400. */
  25401. getWorldMatrix(): Matrix;
  25402. /** @hidden */
  25403. _getViewMatrix(): Matrix;
  25404. /**
  25405. * Gets the current view matrix of the camera.
  25406. * @param force forces the camera to recompute the matrix without looking at the cached state
  25407. * @returns the view matrix
  25408. */
  25409. getViewMatrix(force?: boolean): Matrix;
  25410. /**
  25411. * Freeze the projection matrix.
  25412. * It will prevent the cache check of the camera projection compute and can speed up perf
  25413. * if no parameter of the camera are meant to change
  25414. * @param projection Defines manually a projection if necessary
  25415. */
  25416. freezeProjectionMatrix(projection?: Matrix): void;
  25417. /**
  25418. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25419. */
  25420. unfreezeProjectionMatrix(): void;
  25421. /**
  25422. * Gets the current projection matrix of the camera.
  25423. * @param force forces the camera to recompute the matrix without looking at the cached state
  25424. * @returns the projection matrix
  25425. */
  25426. getProjectionMatrix(force?: boolean): Matrix;
  25427. /**
  25428. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25429. * @returns a Matrix
  25430. */
  25431. getTransformationMatrix(): Matrix;
  25432. private _updateFrustumPlanes;
  25433. /**
  25434. * Checks if a cullable object (mesh...) is in the camera frustum
  25435. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25436. * @param target The object to check
  25437. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25438. * @returns true if the object is in frustum otherwise false
  25439. */
  25440. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25441. /**
  25442. * Checks if a cullable object (mesh...) is in the camera frustum
  25443. * Unlike isInFrustum this cheks the full bounding box
  25444. * @param target The object to check
  25445. * @returns true if the object is in frustum otherwise false
  25446. */
  25447. isCompletelyInFrustum(target: ICullable): boolean;
  25448. /**
  25449. * Gets a ray in the forward direction from the camera.
  25450. * @param length Defines the length of the ray to create
  25451. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25452. * @param origin Defines the start point of the ray which defaults to the camera position
  25453. * @returns the forward ray
  25454. */
  25455. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25456. /**
  25457. * Releases resources associated with this node.
  25458. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25459. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25460. */
  25461. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25462. /** @hidden */
  25463. _isLeftCamera: boolean;
  25464. /**
  25465. * Gets the left camera of a rig setup in case of Rigged Camera
  25466. */
  25467. readonly isLeftCamera: boolean;
  25468. /** @hidden */
  25469. _isRightCamera: boolean;
  25470. /**
  25471. * Gets the right camera of a rig setup in case of Rigged Camera
  25472. */
  25473. readonly isRightCamera: boolean;
  25474. /**
  25475. * Gets the left camera of a rig setup in case of Rigged Camera
  25476. */
  25477. readonly leftCamera: Nullable<FreeCamera>;
  25478. /**
  25479. * Gets the right camera of a rig setup in case of Rigged Camera
  25480. */
  25481. readonly rightCamera: Nullable<FreeCamera>;
  25482. /**
  25483. * Gets the left camera target of a rig setup in case of Rigged Camera
  25484. * @returns the target position
  25485. */
  25486. getLeftTarget(): Nullable<Vector3>;
  25487. /**
  25488. * Gets the right camera target of a rig setup in case of Rigged Camera
  25489. * @returns the target position
  25490. */
  25491. getRightTarget(): Nullable<Vector3>;
  25492. /**
  25493. * @hidden
  25494. */
  25495. setCameraRigMode(mode: number, rigParams: any): void;
  25496. /** @hidden */
  25497. static _setStereoscopicRigMode(camera: Camera): void;
  25498. /** @hidden */
  25499. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25500. /** @hidden */
  25501. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25502. /** @hidden */
  25503. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25504. /** @hidden */
  25505. _getVRProjectionMatrix(): Matrix;
  25506. protected _updateCameraRotationMatrix(): void;
  25507. protected _updateWebVRCameraRotationMatrix(): void;
  25508. /**
  25509. * This function MUST be overwritten by the different WebVR cameras available.
  25510. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25511. * @hidden
  25512. */
  25513. _getWebVRProjectionMatrix(): Matrix;
  25514. /**
  25515. * This function MUST be overwritten by the different WebVR cameras available.
  25516. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25517. * @hidden
  25518. */
  25519. _getWebVRViewMatrix(): Matrix;
  25520. /** @hidden */
  25521. setCameraRigParameter(name: string, value: any): void;
  25522. /**
  25523. * needs to be overridden by children so sub has required properties to be copied
  25524. * @hidden
  25525. */
  25526. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25527. /**
  25528. * May need to be overridden by children
  25529. * @hidden
  25530. */
  25531. _updateRigCameras(): void;
  25532. /** @hidden */
  25533. _setupInputs(): void;
  25534. /**
  25535. * Serialiaze the camera setup to a json represention
  25536. * @returns the JSON representation
  25537. */
  25538. serialize(): any;
  25539. /**
  25540. * Clones the current camera.
  25541. * @param name The cloned camera name
  25542. * @returns the cloned camera
  25543. */
  25544. clone(name: string): Camera;
  25545. /**
  25546. * Gets the direction of the camera relative to a given local axis.
  25547. * @param localAxis Defines the reference axis to provide a relative direction.
  25548. * @return the direction
  25549. */
  25550. getDirection(localAxis: Vector3): Vector3;
  25551. /**
  25552. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25553. * @param localAxis Defines the reference axis to provide a relative direction.
  25554. * @param result Defines the vector to store the result in
  25555. */
  25556. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25557. /**
  25558. * Gets a camera constructor for a given camera type
  25559. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25560. * @param name The name of the camera the result will be able to instantiate
  25561. * @param scene The scene the result will construct the camera in
  25562. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25563. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25564. * @returns a factory method to construc the camera
  25565. */
  25566. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25567. /**
  25568. * Compute the world matrix of the camera.
  25569. * @returns the camera workd matrix
  25570. */
  25571. computeWorldMatrix(): Matrix;
  25572. /**
  25573. * Parse a JSON and creates the camera from the parsed information
  25574. * @param parsedCamera The JSON to parse
  25575. * @param scene The scene to instantiate the camera in
  25576. * @returns the newly constructed camera
  25577. */
  25578. static Parse(parsedCamera: any, scene: Scene): Camera;
  25579. }
  25580. }
  25581. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25582. import { Nullable } from "babylonjs/types";
  25583. import { Scene } from "babylonjs/scene";
  25584. import { Vector4 } from "babylonjs/Maths/math.vector";
  25585. import { Mesh } from "babylonjs/Meshes/mesh";
  25586. /**
  25587. * Class containing static functions to help procedurally build meshes
  25588. */
  25589. export class DiscBuilder {
  25590. /**
  25591. * Creates a plane polygonal mesh. By default, this is a disc
  25592. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25593. * * 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
  25594. * * 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
  25595. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25596. * * If you create a double-sided mesh, you can choose what parts of 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
  25597. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25598. * @param name defines the name of the mesh
  25599. * @param options defines the options used to create the mesh
  25600. * @param scene defines the hosting scene
  25601. * @returns the plane polygonal mesh
  25602. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25603. */
  25604. static CreateDisc(name: string, options: {
  25605. radius?: number;
  25606. tessellation?: number;
  25607. arc?: number;
  25608. updatable?: boolean;
  25609. sideOrientation?: number;
  25610. frontUVs?: Vector4;
  25611. backUVs?: Vector4;
  25612. }, scene?: Nullable<Scene>): Mesh;
  25613. }
  25614. }
  25615. declare module "babylonjs/Particles/solidParticleSystem" {
  25616. import { Vector3 } from "babylonjs/Maths/math.vector";
  25617. import { Mesh } from "babylonjs/Meshes/mesh";
  25618. import { Scene, IDisposable } from "babylonjs/scene";
  25619. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25620. /**
  25621. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25622. *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.
  25623. * The SPS is also a particle system. It provides some methods to manage the particles.
  25624. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25625. *
  25626. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25627. */
  25628. export class SolidParticleSystem implements IDisposable {
  25629. /**
  25630. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25631. * Example : var p = SPS.particles[i];
  25632. */
  25633. particles: SolidParticle[];
  25634. /**
  25635. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25636. */
  25637. nbParticles: number;
  25638. /**
  25639. * If the particles must ever face the camera (default false). Useful for planar particles.
  25640. */
  25641. billboard: boolean;
  25642. /**
  25643. * Recompute normals when adding a shape
  25644. */
  25645. recomputeNormals: boolean;
  25646. /**
  25647. * This a counter ofr your own usage. It's not set by any SPS functions.
  25648. */
  25649. counter: number;
  25650. /**
  25651. * The SPS name. This name is also given to the underlying mesh.
  25652. */
  25653. name: string;
  25654. /**
  25655. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25656. */
  25657. mesh: Mesh;
  25658. /**
  25659. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25660. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25661. */
  25662. vars: any;
  25663. /**
  25664. * This array is populated when the SPS is set as 'pickable'.
  25665. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25666. * Each element of this array is an object `{idx: int, faceId: int}`.
  25667. * `idx` is the picked particle index in the `SPS.particles` array
  25668. * `faceId` is the picked face index counted within this particle.
  25669. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25670. */
  25671. pickedParticles: {
  25672. idx: number;
  25673. faceId: number;
  25674. }[];
  25675. /**
  25676. * This array is populated when `enableDepthSort` is set to true.
  25677. * Each element of this array is an instance of the class DepthSortedParticle.
  25678. */
  25679. depthSortedParticles: DepthSortedParticle[];
  25680. /**
  25681. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25682. * @hidden
  25683. */
  25684. _bSphereOnly: boolean;
  25685. /**
  25686. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25687. * @hidden
  25688. */
  25689. _bSphereRadiusFactor: number;
  25690. private _scene;
  25691. private _positions;
  25692. private _indices;
  25693. private _normals;
  25694. private _colors;
  25695. private _uvs;
  25696. private _indices32;
  25697. private _positions32;
  25698. private _normals32;
  25699. private _fixedNormal32;
  25700. private _colors32;
  25701. private _uvs32;
  25702. private _index;
  25703. private _updatable;
  25704. private _pickable;
  25705. private _isVisibilityBoxLocked;
  25706. private _alwaysVisible;
  25707. private _depthSort;
  25708. private _shapeCounter;
  25709. private _copy;
  25710. private _color;
  25711. private _computeParticleColor;
  25712. private _computeParticleTexture;
  25713. private _computeParticleRotation;
  25714. private _computeParticleVertex;
  25715. private _computeBoundingBox;
  25716. private _depthSortParticles;
  25717. private _camera;
  25718. private _mustUnrotateFixedNormals;
  25719. private _particlesIntersect;
  25720. private _needs32Bits;
  25721. /**
  25722. * Creates a SPS (Solid Particle System) object.
  25723. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25724. * @param scene (Scene) is the scene in which the SPS is added.
  25725. * @param options defines the options of the sps e.g.
  25726. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25727. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25728. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25729. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25730. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25731. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25732. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25733. */
  25734. constructor(name: string, scene: Scene, options?: {
  25735. updatable?: boolean;
  25736. isPickable?: boolean;
  25737. enableDepthSort?: boolean;
  25738. particleIntersection?: boolean;
  25739. boundingSphereOnly?: boolean;
  25740. bSphereRadiusFactor?: number;
  25741. });
  25742. /**
  25743. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25744. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25745. * @returns the created mesh
  25746. */
  25747. buildMesh(): Mesh;
  25748. /**
  25749. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25750. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25751. * Thus the particles generated from `digest()` have their property `position` set yet.
  25752. * @param mesh ( Mesh ) is the mesh to be digested
  25753. * @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
  25754. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25755. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25756. * @returns the current SPS
  25757. */
  25758. digest(mesh: Mesh, options?: {
  25759. facetNb?: number;
  25760. number?: number;
  25761. delta?: number;
  25762. }): SolidParticleSystem;
  25763. private _unrotateFixedNormals;
  25764. private _resetCopy;
  25765. private _meshBuilder;
  25766. private _posToShape;
  25767. private _uvsToShapeUV;
  25768. private _addParticle;
  25769. /**
  25770. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25771. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25772. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25773. * @param nb (positive integer) the number of particles to be created from this model
  25774. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25775. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25776. * @returns the number of shapes in the system
  25777. */
  25778. addShape(mesh: Mesh, nb: number, options?: {
  25779. positionFunction?: any;
  25780. vertexFunction?: any;
  25781. }): number;
  25782. private _rebuildParticle;
  25783. /**
  25784. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25785. * @returns the SPS.
  25786. */
  25787. rebuildMesh(): SolidParticleSystem;
  25788. /**
  25789. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25790. * This method calls `updateParticle()` for each particle of the SPS.
  25791. * For an animated SPS, it is usually called within the render loop.
  25792. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25793. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25794. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25795. * @returns the SPS.
  25796. */
  25797. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25798. /**
  25799. * Disposes the SPS.
  25800. */
  25801. dispose(): void;
  25802. /**
  25803. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25804. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25805. * @returns the SPS.
  25806. */
  25807. refreshVisibleSize(): SolidParticleSystem;
  25808. /**
  25809. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25810. * @param size the size (float) of the visibility box
  25811. * note : this doesn't lock the SPS mesh bounding box.
  25812. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25813. */
  25814. setVisibilityBox(size: number): void;
  25815. /**
  25816. * Gets whether the SPS as always visible or not
  25817. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25818. */
  25819. /**
  25820. * Sets the SPS as always visible or not
  25821. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25822. */
  25823. isAlwaysVisible: boolean;
  25824. /**
  25825. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25826. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25827. */
  25828. /**
  25829. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25830. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25831. */
  25832. isVisibilityBoxLocked: boolean;
  25833. /**
  25834. * Tells to `setParticles()` to compute the particle rotations or not.
  25835. * Default value : true. The SPS is faster when it's set to false.
  25836. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25837. */
  25838. /**
  25839. * Gets if `setParticles()` computes the particle rotations or not.
  25840. * Default value : true. The SPS is faster when it's set to false.
  25841. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25842. */
  25843. computeParticleRotation: boolean;
  25844. /**
  25845. * Tells to `setParticles()` to compute the particle colors or not.
  25846. * Default value : true. The SPS is faster when it's set to false.
  25847. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25848. */
  25849. /**
  25850. * Gets if `setParticles()` computes the particle colors or not.
  25851. * Default value : true. The SPS is faster when it's set to false.
  25852. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25853. */
  25854. computeParticleColor: boolean;
  25855. /**
  25856. * Gets if `setParticles()` computes the particle textures or not.
  25857. * Default value : true. The SPS is faster when it's set to false.
  25858. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25859. */
  25860. computeParticleTexture: boolean;
  25861. /**
  25862. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25863. * Default value : false. The SPS is faster when it's set to false.
  25864. * Note : the particle custom vertex positions aren't stored values.
  25865. */
  25866. /**
  25867. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25868. * Default value : false. The SPS is faster when it's set to false.
  25869. * Note : the particle custom vertex positions aren't stored values.
  25870. */
  25871. computeParticleVertex: boolean;
  25872. /**
  25873. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25874. */
  25875. /**
  25876. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25877. */
  25878. computeBoundingBox: boolean;
  25879. /**
  25880. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25881. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25882. * Default : `true`
  25883. */
  25884. /**
  25885. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25886. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25887. * Default : `true`
  25888. */
  25889. depthSortParticles: boolean;
  25890. /**
  25891. * This function does nothing. It may be overwritten to set all the particle first values.
  25892. * The SPS doesn't call this function, you may have to call it by your own.
  25893. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25894. */
  25895. initParticles(): void;
  25896. /**
  25897. * This function does nothing. It may be overwritten to recycle a particle.
  25898. * The SPS doesn't call this function, you may have to call it by your own.
  25899. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25900. * @param particle The particle to recycle
  25901. * @returns the recycled particle
  25902. */
  25903. recycleParticle(particle: SolidParticle): SolidParticle;
  25904. /**
  25905. * Updates a particle : this function should be overwritten by the user.
  25906. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25907. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25908. * @example : just set a particle position or velocity and recycle conditions
  25909. * @param particle The particle to update
  25910. * @returns the updated particle
  25911. */
  25912. updateParticle(particle: SolidParticle): SolidParticle;
  25913. /**
  25914. * Updates a vertex of a particle : it can be overwritten by the user.
  25915. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25916. * @param particle the current particle
  25917. * @param vertex the current index of the current particle
  25918. * @param pt the index of the current vertex in the particle shape
  25919. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25920. * @example : just set a vertex particle position
  25921. * @returns the updated vertex
  25922. */
  25923. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25924. /**
  25925. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25926. * This does nothing and may be overwritten by the user.
  25927. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25928. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25929. * @param update the boolean update value actually passed to setParticles()
  25930. */
  25931. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25932. /**
  25933. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25934. * This will be passed three parameters.
  25935. * This does nothing and may be overwritten by the user.
  25936. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25937. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25938. * @param update the boolean update value actually passed to setParticles()
  25939. */
  25940. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25941. }
  25942. }
  25943. declare module "babylonjs/Particles/solidParticle" {
  25944. import { Nullable } from "babylonjs/types";
  25945. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25946. import { Color4 } from "babylonjs/Maths/math.color";
  25947. import { Mesh } from "babylonjs/Meshes/mesh";
  25948. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25949. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25950. import { Plane } from "babylonjs/Maths/math.plane";
  25951. /**
  25952. * Represents one particle of a solid particle system.
  25953. */
  25954. export class SolidParticle {
  25955. /**
  25956. * particle global index
  25957. */
  25958. idx: number;
  25959. /**
  25960. * The color of the particle
  25961. */
  25962. color: Nullable<Color4>;
  25963. /**
  25964. * The world space position of the particle.
  25965. */
  25966. position: Vector3;
  25967. /**
  25968. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25969. */
  25970. rotation: Vector3;
  25971. /**
  25972. * The world space rotation quaternion of the particle.
  25973. */
  25974. rotationQuaternion: Nullable<Quaternion>;
  25975. /**
  25976. * The scaling of the particle.
  25977. */
  25978. scaling: Vector3;
  25979. /**
  25980. * The uvs of the particle.
  25981. */
  25982. uvs: Vector4;
  25983. /**
  25984. * The current speed of the particle.
  25985. */
  25986. velocity: Vector3;
  25987. /**
  25988. * The pivot point in the particle local space.
  25989. */
  25990. pivot: Vector3;
  25991. /**
  25992. * Must the particle be translated from its pivot point in its local space ?
  25993. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25994. * Default : false
  25995. */
  25996. translateFromPivot: boolean;
  25997. /**
  25998. * Is the particle active or not ?
  25999. */
  26000. alive: boolean;
  26001. /**
  26002. * Is the particle visible or not ?
  26003. */
  26004. isVisible: boolean;
  26005. /**
  26006. * Index of this particle in the global "positions" array (Internal use)
  26007. * @hidden
  26008. */
  26009. _pos: number;
  26010. /**
  26011. * @hidden Index of this particle in the global "indices" array (Internal use)
  26012. */
  26013. _ind: number;
  26014. /**
  26015. * @hidden ModelShape of this particle (Internal use)
  26016. */
  26017. _model: ModelShape;
  26018. /**
  26019. * ModelShape id of this particle
  26020. */
  26021. shapeId: number;
  26022. /**
  26023. * Index of the particle in its shape id (Internal use)
  26024. */
  26025. idxInShape: number;
  26026. /**
  26027. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26028. */
  26029. _modelBoundingInfo: BoundingInfo;
  26030. /**
  26031. * @hidden Particle BoundingInfo object (Internal use)
  26032. */
  26033. _boundingInfo: BoundingInfo;
  26034. /**
  26035. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26036. */
  26037. _sps: SolidParticleSystem;
  26038. /**
  26039. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26040. */
  26041. _stillInvisible: boolean;
  26042. /**
  26043. * @hidden Last computed particle rotation matrix
  26044. */
  26045. _rotationMatrix: number[];
  26046. /**
  26047. * Parent particle Id, if any.
  26048. * Default null.
  26049. */
  26050. parentId: Nullable<number>;
  26051. /**
  26052. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26053. * The possible values are :
  26054. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26055. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26056. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26057. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26058. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26059. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26060. * */
  26061. cullingStrategy: number;
  26062. /**
  26063. * @hidden Internal global position in the SPS.
  26064. */
  26065. _globalPosition: Vector3;
  26066. /**
  26067. * Creates a Solid Particle object.
  26068. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26069. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26070. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26071. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26072. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26073. * @param shapeId (integer) is the model shape identifier in the SPS.
  26074. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26075. * @param sps defines the sps it is associated to
  26076. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26077. */
  26078. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26079. /**
  26080. * Legacy support, changed scale to scaling
  26081. */
  26082. /**
  26083. * Legacy support, changed scale to scaling
  26084. */
  26085. scale: Vector3;
  26086. /**
  26087. * Legacy support, changed quaternion to rotationQuaternion
  26088. */
  26089. /**
  26090. * Legacy support, changed quaternion to rotationQuaternion
  26091. */
  26092. quaternion: Nullable<Quaternion>;
  26093. /**
  26094. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26095. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26096. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26097. * @returns true if it intersects
  26098. */
  26099. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26100. /**
  26101. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26102. * A particle is in the frustum if its bounding box intersects the frustum
  26103. * @param frustumPlanes defines the frustum to test
  26104. * @returns true if the particle is in the frustum planes
  26105. */
  26106. isInFrustum(frustumPlanes: Plane[]): boolean;
  26107. /**
  26108. * get the rotation matrix of the particle
  26109. * @hidden
  26110. */
  26111. getRotationMatrix(m: Matrix): void;
  26112. }
  26113. /**
  26114. * Represents the shape of the model used by one particle of a solid particle system.
  26115. * SPS internal tool, don't use it manually.
  26116. */
  26117. export class ModelShape {
  26118. /**
  26119. * The shape id
  26120. * @hidden
  26121. */
  26122. shapeID: number;
  26123. /**
  26124. * flat array of model positions (internal use)
  26125. * @hidden
  26126. */
  26127. _shape: Vector3[];
  26128. /**
  26129. * flat array of model UVs (internal use)
  26130. * @hidden
  26131. */
  26132. _shapeUV: number[];
  26133. /**
  26134. * length of the shape in the model indices array (internal use)
  26135. * @hidden
  26136. */
  26137. _indicesLength: number;
  26138. /**
  26139. * Custom position function (internal use)
  26140. * @hidden
  26141. */
  26142. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26143. /**
  26144. * Custom vertex function (internal use)
  26145. * @hidden
  26146. */
  26147. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26148. /**
  26149. * 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.
  26150. * SPS internal tool, don't use it manually.
  26151. * @hidden
  26152. */
  26153. 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>);
  26154. }
  26155. /**
  26156. * Represents a Depth Sorted Particle in the solid particle system.
  26157. */
  26158. export class DepthSortedParticle {
  26159. /**
  26160. * Index of the particle in the "indices" array
  26161. */
  26162. ind: number;
  26163. /**
  26164. * Length of the particle shape in the "indices" array
  26165. */
  26166. indicesLength: number;
  26167. /**
  26168. * Squared distance from the particle to the camera
  26169. */
  26170. sqDistance: number;
  26171. }
  26172. }
  26173. declare module "babylonjs/Collisions/meshCollisionData" {
  26174. import { Collider } from "babylonjs/Collisions/collider";
  26175. import { Vector3 } from "babylonjs/Maths/math.vector";
  26176. import { Nullable } from "babylonjs/types";
  26177. import { Observer } from "babylonjs/Misc/observable";
  26178. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26179. /**
  26180. * @hidden
  26181. */
  26182. export class _MeshCollisionData {
  26183. _checkCollisions: boolean;
  26184. _collisionMask: number;
  26185. _collisionGroup: number;
  26186. _collider: Nullable<Collider>;
  26187. _oldPositionForCollisions: Vector3;
  26188. _diffPositionForCollisions: Vector3;
  26189. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26190. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26191. }
  26192. }
  26193. declare module "babylonjs/Meshes/abstractMesh" {
  26194. import { Observable } from "babylonjs/Misc/observable";
  26195. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26196. import { Camera } from "babylonjs/Cameras/camera";
  26197. import { Scene, IDisposable } from "babylonjs/scene";
  26198. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26199. import { Node } from "babylonjs/node";
  26200. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26201. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26202. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26203. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26204. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26205. import { Material } from "babylonjs/Materials/material";
  26206. import { Light } from "babylonjs/Lights/light";
  26207. import { Skeleton } from "babylonjs/Bones/skeleton";
  26208. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26209. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26210. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26211. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26212. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26213. import { Plane } from "babylonjs/Maths/math.plane";
  26214. import { Ray } from "babylonjs/Culling/ray";
  26215. import { Collider } from "babylonjs/Collisions/collider";
  26216. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26217. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26218. /** @hidden */
  26219. class _FacetDataStorage {
  26220. facetPositions: Vector3[];
  26221. facetNormals: Vector3[];
  26222. facetPartitioning: number[][];
  26223. facetNb: number;
  26224. partitioningSubdivisions: number;
  26225. partitioningBBoxRatio: number;
  26226. facetDataEnabled: boolean;
  26227. facetParameters: any;
  26228. bbSize: Vector3;
  26229. subDiv: {
  26230. max: number;
  26231. X: number;
  26232. Y: number;
  26233. Z: number;
  26234. };
  26235. facetDepthSort: boolean;
  26236. facetDepthSortEnabled: boolean;
  26237. depthSortedIndices: IndicesArray;
  26238. depthSortedFacets: {
  26239. ind: number;
  26240. sqDistance: number;
  26241. }[];
  26242. facetDepthSortFunction: (f1: {
  26243. ind: number;
  26244. sqDistance: number;
  26245. }, f2: {
  26246. ind: number;
  26247. sqDistance: number;
  26248. }) => number;
  26249. facetDepthSortFrom: Vector3;
  26250. facetDepthSortOrigin: Vector3;
  26251. invertedMatrix: Matrix;
  26252. }
  26253. /**
  26254. * @hidden
  26255. **/
  26256. class _InternalAbstractMeshDataInfo {
  26257. _hasVertexAlpha: boolean;
  26258. _useVertexColors: boolean;
  26259. _numBoneInfluencers: number;
  26260. _applyFog: boolean;
  26261. _receiveShadows: boolean;
  26262. _facetData: _FacetDataStorage;
  26263. _visibility: number;
  26264. _skeleton: Nullable<Skeleton>;
  26265. _layerMask: number;
  26266. _computeBonesUsingShaders: boolean;
  26267. _isActive: boolean;
  26268. _onlyForInstances: boolean;
  26269. _isActiveIntermediate: boolean;
  26270. _onlyForInstancesIntermediate: boolean;
  26271. }
  26272. /**
  26273. * Class used to store all common mesh properties
  26274. */
  26275. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26276. /** No occlusion */
  26277. static OCCLUSION_TYPE_NONE: number;
  26278. /** Occlusion set to optimisitic */
  26279. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26280. /** Occlusion set to strict */
  26281. static OCCLUSION_TYPE_STRICT: number;
  26282. /** Use an accurante occlusion algorithm */
  26283. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26284. /** Use a conservative occlusion algorithm */
  26285. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26286. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26287. * Test order :
  26288. * Is the bounding sphere outside the frustum ?
  26289. * If not, are the bounding box vertices outside the frustum ?
  26290. * It not, then the cullable object is in the frustum.
  26291. */
  26292. static readonly CULLINGSTRATEGY_STANDARD: number;
  26293. /** Culling strategy : Bounding Sphere Only.
  26294. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26295. * It's also less accurate than the standard because some not visible objects can still be selected.
  26296. * Test : is the bounding sphere outside the frustum ?
  26297. * If not, then the cullable object is in the frustum.
  26298. */
  26299. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26300. /** Culling strategy : Optimistic Inclusion.
  26301. * This in an inclusion test first, then the standard exclusion test.
  26302. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26303. * 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.
  26304. * Anyway, it's as accurate as the standard strategy.
  26305. * Test :
  26306. * Is the cullable object bounding sphere center in the frustum ?
  26307. * If not, apply the default culling strategy.
  26308. */
  26309. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26310. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26311. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26312. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26313. * 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.
  26314. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26315. * Test :
  26316. * Is the cullable object bounding sphere center in the frustum ?
  26317. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26318. */
  26319. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26320. /**
  26321. * No billboard
  26322. */
  26323. static readonly BILLBOARDMODE_NONE: number;
  26324. /** Billboard on X axis */
  26325. static readonly BILLBOARDMODE_X: number;
  26326. /** Billboard on Y axis */
  26327. static readonly BILLBOARDMODE_Y: number;
  26328. /** Billboard on Z axis */
  26329. static readonly BILLBOARDMODE_Z: number;
  26330. /** Billboard on all axes */
  26331. static readonly BILLBOARDMODE_ALL: number;
  26332. /** Billboard on using position instead of orientation */
  26333. static readonly BILLBOARDMODE_USE_POSITION: number;
  26334. /** @hidden */
  26335. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26336. /**
  26337. * The culling strategy to use to check whether the mesh must be rendered or not.
  26338. * This value can be changed at any time and will be used on the next render mesh selection.
  26339. * The possible values are :
  26340. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26341. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26342. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26343. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26344. * Please read each static variable documentation to get details about the culling process.
  26345. * */
  26346. cullingStrategy: number;
  26347. /**
  26348. * Gets the number of facets in the mesh
  26349. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26350. */
  26351. readonly facetNb: number;
  26352. /**
  26353. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26354. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26355. */
  26356. partitioningSubdivisions: number;
  26357. /**
  26358. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26359. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26360. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26361. */
  26362. partitioningBBoxRatio: number;
  26363. /**
  26364. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26365. * Works only for updatable meshes.
  26366. * Doesn't work with multi-materials
  26367. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26368. */
  26369. mustDepthSortFacets: boolean;
  26370. /**
  26371. * The location (Vector3) where the facet depth sort must be computed from.
  26372. * By default, the active camera position.
  26373. * Used only when facet depth sort is enabled
  26374. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26375. */
  26376. facetDepthSortFrom: Vector3;
  26377. /**
  26378. * gets a boolean indicating if facetData is enabled
  26379. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26380. */
  26381. readonly isFacetDataEnabled: boolean;
  26382. /** @hidden */
  26383. _updateNonUniformScalingState(value: boolean): boolean;
  26384. /**
  26385. * An event triggered when this mesh collides with another one
  26386. */
  26387. onCollideObservable: Observable<AbstractMesh>;
  26388. /** Set a function to call when this mesh collides with another one */
  26389. onCollide: () => void;
  26390. /**
  26391. * An event triggered when the collision's position changes
  26392. */
  26393. onCollisionPositionChangeObservable: Observable<Vector3>;
  26394. /** Set a function to call when the collision's position changes */
  26395. onCollisionPositionChange: () => void;
  26396. /**
  26397. * An event triggered when material is changed
  26398. */
  26399. onMaterialChangedObservable: Observable<AbstractMesh>;
  26400. /**
  26401. * Gets or sets the orientation for POV movement & rotation
  26402. */
  26403. definedFacingForward: boolean;
  26404. /** @hidden */
  26405. _occlusionQuery: Nullable<WebGLQuery>;
  26406. /** @hidden */
  26407. _renderingGroup: Nullable<RenderingGroup>;
  26408. /**
  26409. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26410. */
  26411. /**
  26412. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26413. */
  26414. visibility: number;
  26415. /** Gets or sets the alpha index used to sort transparent meshes
  26416. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26417. */
  26418. alphaIndex: number;
  26419. /**
  26420. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26421. */
  26422. isVisible: boolean;
  26423. /**
  26424. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26425. */
  26426. isPickable: boolean;
  26427. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26428. showSubMeshesBoundingBox: boolean;
  26429. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26430. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26431. */
  26432. isBlocker: boolean;
  26433. /**
  26434. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26435. */
  26436. enablePointerMoveEvents: boolean;
  26437. /**
  26438. * Specifies the rendering group id for this mesh (0 by default)
  26439. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26440. */
  26441. renderingGroupId: number;
  26442. private _material;
  26443. /** Gets or sets current material */
  26444. material: Nullable<Material>;
  26445. /**
  26446. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26447. * @see http://doc.babylonjs.com/babylon101/shadows
  26448. */
  26449. receiveShadows: boolean;
  26450. /** Defines color to use when rendering outline */
  26451. outlineColor: Color3;
  26452. /** Define width to use when rendering outline */
  26453. outlineWidth: number;
  26454. /** Defines color to use when rendering overlay */
  26455. overlayColor: Color3;
  26456. /** Defines alpha to use when rendering overlay */
  26457. overlayAlpha: number;
  26458. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26459. hasVertexAlpha: boolean;
  26460. /** 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) */
  26461. useVertexColors: boolean;
  26462. /**
  26463. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26464. */
  26465. computeBonesUsingShaders: boolean;
  26466. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26467. numBoneInfluencers: number;
  26468. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26469. applyFog: boolean;
  26470. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26471. useOctreeForRenderingSelection: boolean;
  26472. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26473. useOctreeForPicking: boolean;
  26474. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26475. useOctreeForCollisions: boolean;
  26476. /**
  26477. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26478. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26479. */
  26480. layerMask: number;
  26481. /**
  26482. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26483. */
  26484. alwaysSelectAsActiveMesh: boolean;
  26485. /**
  26486. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26487. */
  26488. doNotSyncBoundingInfo: boolean;
  26489. /**
  26490. * Gets or sets the current action manager
  26491. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26492. */
  26493. actionManager: Nullable<AbstractActionManager>;
  26494. private _meshCollisionData;
  26495. /**
  26496. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26497. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26498. */
  26499. ellipsoid: Vector3;
  26500. /**
  26501. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26502. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26503. */
  26504. ellipsoidOffset: Vector3;
  26505. /**
  26506. * Gets or sets a collision mask used to mask collisions (default is -1).
  26507. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26508. */
  26509. collisionMask: number;
  26510. /**
  26511. * Gets or sets the current collision group mask (-1 by default).
  26512. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26513. */
  26514. collisionGroup: number;
  26515. /**
  26516. * Defines edge width used when edgesRenderer is enabled
  26517. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26518. */
  26519. edgesWidth: number;
  26520. /**
  26521. * Defines edge color used when edgesRenderer is enabled
  26522. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26523. */
  26524. edgesColor: Color4;
  26525. /** @hidden */
  26526. _edgesRenderer: Nullable<IEdgesRenderer>;
  26527. /** @hidden */
  26528. _masterMesh: Nullable<AbstractMesh>;
  26529. /** @hidden */
  26530. _boundingInfo: Nullable<BoundingInfo>;
  26531. /** @hidden */
  26532. _renderId: number;
  26533. /**
  26534. * Gets or sets the list of subMeshes
  26535. * @see http://doc.babylonjs.com/how_to/multi_materials
  26536. */
  26537. subMeshes: SubMesh[];
  26538. /** @hidden */
  26539. _intersectionsInProgress: AbstractMesh[];
  26540. /** @hidden */
  26541. _unIndexed: boolean;
  26542. /** @hidden */
  26543. _lightSources: Light[];
  26544. /** Gets the list of lights affecting that mesh */
  26545. readonly lightSources: Light[];
  26546. /** @hidden */
  26547. readonly _positions: Nullable<Vector3[]>;
  26548. /** @hidden */
  26549. _waitingData: {
  26550. lods: Nullable<any>;
  26551. actions: Nullable<any>;
  26552. freezeWorldMatrix: Nullable<boolean>;
  26553. };
  26554. /** @hidden */
  26555. _bonesTransformMatrices: Nullable<Float32Array>;
  26556. /** @hidden */
  26557. _transformMatrixTexture: Nullable<RawTexture>;
  26558. /**
  26559. * Gets or sets a skeleton to apply skining transformations
  26560. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26561. */
  26562. skeleton: Nullable<Skeleton>;
  26563. /**
  26564. * An event triggered when the mesh is rebuilt.
  26565. */
  26566. onRebuildObservable: Observable<AbstractMesh>;
  26567. /**
  26568. * Creates a new AbstractMesh
  26569. * @param name defines the name of the mesh
  26570. * @param scene defines the hosting scene
  26571. */
  26572. constructor(name: string, scene?: Nullable<Scene>);
  26573. /**
  26574. * Returns the string "AbstractMesh"
  26575. * @returns "AbstractMesh"
  26576. */
  26577. getClassName(): string;
  26578. /**
  26579. * Gets a string representation of the current mesh
  26580. * @param fullDetails defines a boolean indicating if full details must be included
  26581. * @returns a string representation of the current mesh
  26582. */
  26583. toString(fullDetails?: boolean): string;
  26584. /**
  26585. * @hidden
  26586. */
  26587. protected _getEffectiveParent(): Nullable<Node>;
  26588. /** @hidden */
  26589. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26590. /** @hidden */
  26591. _rebuild(): void;
  26592. /** @hidden */
  26593. _resyncLightSources(): void;
  26594. /** @hidden */
  26595. _resyncLighSource(light: Light): void;
  26596. /** @hidden */
  26597. _unBindEffect(): void;
  26598. /** @hidden */
  26599. _removeLightSource(light: Light): void;
  26600. private _markSubMeshesAsDirty;
  26601. /** @hidden */
  26602. _markSubMeshesAsLightDirty(): void;
  26603. /** @hidden */
  26604. _markSubMeshesAsAttributesDirty(): void;
  26605. /** @hidden */
  26606. _markSubMeshesAsMiscDirty(): void;
  26607. /**
  26608. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26609. */
  26610. scaling: Vector3;
  26611. /**
  26612. * Returns true if the mesh is blocked. Implemented by child classes
  26613. */
  26614. readonly isBlocked: boolean;
  26615. /**
  26616. * Returns the mesh itself by default. Implemented by child classes
  26617. * @param camera defines the camera to use to pick the right LOD level
  26618. * @returns the currentAbstractMesh
  26619. */
  26620. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26621. /**
  26622. * Returns 0 by default. Implemented by child classes
  26623. * @returns an integer
  26624. */
  26625. getTotalVertices(): number;
  26626. /**
  26627. * Returns a positive integer : the total number of indices in this mesh geometry.
  26628. * @returns the numner of indices or zero if the mesh has no geometry.
  26629. */
  26630. getTotalIndices(): number;
  26631. /**
  26632. * Returns null by default. Implemented by child classes
  26633. * @returns null
  26634. */
  26635. getIndices(): Nullable<IndicesArray>;
  26636. /**
  26637. * Returns the array of the requested vertex data kind. Implemented by child classes
  26638. * @param kind defines the vertex data kind to use
  26639. * @returns null
  26640. */
  26641. getVerticesData(kind: string): Nullable<FloatArray>;
  26642. /**
  26643. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26644. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26645. * Note that a new underlying VertexBuffer object is created each call.
  26646. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26647. * @param kind defines vertex data kind:
  26648. * * VertexBuffer.PositionKind
  26649. * * VertexBuffer.UVKind
  26650. * * VertexBuffer.UV2Kind
  26651. * * VertexBuffer.UV3Kind
  26652. * * VertexBuffer.UV4Kind
  26653. * * VertexBuffer.UV5Kind
  26654. * * VertexBuffer.UV6Kind
  26655. * * VertexBuffer.ColorKind
  26656. * * VertexBuffer.MatricesIndicesKind
  26657. * * VertexBuffer.MatricesIndicesExtraKind
  26658. * * VertexBuffer.MatricesWeightsKind
  26659. * * VertexBuffer.MatricesWeightsExtraKind
  26660. * @param data defines the data source
  26661. * @param updatable defines if the data must be flagged as updatable (or static)
  26662. * @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
  26663. * @returns the current mesh
  26664. */
  26665. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26666. /**
  26667. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26668. * If the mesh has no geometry, it is simply returned as it is.
  26669. * @param kind defines vertex data kind:
  26670. * * VertexBuffer.PositionKind
  26671. * * VertexBuffer.UVKind
  26672. * * VertexBuffer.UV2Kind
  26673. * * VertexBuffer.UV3Kind
  26674. * * VertexBuffer.UV4Kind
  26675. * * VertexBuffer.UV5Kind
  26676. * * VertexBuffer.UV6Kind
  26677. * * VertexBuffer.ColorKind
  26678. * * VertexBuffer.MatricesIndicesKind
  26679. * * VertexBuffer.MatricesIndicesExtraKind
  26680. * * VertexBuffer.MatricesWeightsKind
  26681. * * VertexBuffer.MatricesWeightsExtraKind
  26682. * @param data defines the data source
  26683. * @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
  26684. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26685. * @returns the current mesh
  26686. */
  26687. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26688. /**
  26689. * Sets the mesh indices,
  26690. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26691. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26692. * @param totalVertices Defines the total number of vertices
  26693. * @returns the current mesh
  26694. */
  26695. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26696. /**
  26697. * Gets a boolean indicating if specific vertex data is present
  26698. * @param kind defines the vertex data kind to use
  26699. * @returns true is data kind is present
  26700. */
  26701. isVerticesDataPresent(kind: string): boolean;
  26702. /**
  26703. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26704. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26705. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26706. * @returns a BoundingInfo
  26707. */
  26708. getBoundingInfo(): BoundingInfo;
  26709. /**
  26710. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26711. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26712. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26713. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26714. * @returns the current mesh
  26715. */
  26716. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26717. /**
  26718. * Overwrite the current bounding info
  26719. * @param boundingInfo defines the new bounding info
  26720. * @returns the current mesh
  26721. */
  26722. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26723. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26724. readonly useBones: boolean;
  26725. /** @hidden */
  26726. _preActivate(): void;
  26727. /** @hidden */
  26728. _preActivateForIntermediateRendering(renderId: number): void;
  26729. /** @hidden */
  26730. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26731. /** @hidden */
  26732. _postActivate(): void;
  26733. /** @hidden */
  26734. _freeze(): void;
  26735. /** @hidden */
  26736. _unFreeze(): void;
  26737. /**
  26738. * Gets the current world matrix
  26739. * @returns a Matrix
  26740. */
  26741. getWorldMatrix(): Matrix;
  26742. /** @hidden */
  26743. _getWorldMatrixDeterminant(): number;
  26744. /**
  26745. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26746. */
  26747. readonly isAnInstance: boolean;
  26748. /**
  26749. * Perform 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 current mesh
  26756. */
  26757. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26758. /**
  26759. * Calculate relative position change from the point of view of behind the front of the mesh.
  26760. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26761. * Supports definition of mesh facing forward or backward
  26762. * @param amountRight defines the distance on the right axis
  26763. * @param amountUp defines the distance on the up axis
  26764. * @param amountForward defines the distance on the forward axis
  26765. * @returns the new displacement vector
  26766. */
  26767. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26768. /**
  26769. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26770. * Supports definition of mesh facing forward or backward
  26771. * @param flipBack defines the flip
  26772. * @param twirlClockwise defines the twirl
  26773. * @param tiltRight defines the tilt
  26774. * @returns the current mesh
  26775. */
  26776. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26777. /**
  26778. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26779. * Supports definition of mesh facing forward or backward.
  26780. * @param flipBack defines the flip
  26781. * @param twirlClockwise defines the twirl
  26782. * @param tiltRight defines the tilt
  26783. * @returns the new rotation vector
  26784. */
  26785. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26786. /**
  26787. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26788. * This means the mesh underlying bounding box and sphere are recomputed.
  26789. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26790. * @returns the current mesh
  26791. */
  26792. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26793. /** @hidden */
  26794. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26795. /** @hidden */
  26796. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26797. /** @hidden */
  26798. _updateBoundingInfo(): AbstractMesh;
  26799. /** @hidden */
  26800. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26801. /** @hidden */
  26802. protected _afterComputeWorldMatrix(): void;
  26803. /** @hidden */
  26804. readonly _effectiveMesh: AbstractMesh;
  26805. /**
  26806. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26807. * A mesh is in the frustum if its bounding box intersects the frustum
  26808. * @param frustumPlanes defines the frustum to test
  26809. * @returns true if the mesh is in the frustum planes
  26810. */
  26811. isInFrustum(frustumPlanes: Plane[]): boolean;
  26812. /**
  26813. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26814. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26815. * @param frustumPlanes defines the frustum to test
  26816. * @returns true if the mesh is completely in the frustum planes
  26817. */
  26818. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26819. /**
  26820. * True if the mesh intersects another mesh or a SolidParticle object
  26821. * @param mesh defines a target mesh or SolidParticle to test
  26822. * @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)
  26823. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26824. * @returns true if there is an intersection
  26825. */
  26826. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26827. /**
  26828. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26829. * @param point defines the point to test
  26830. * @returns true if there is an intersection
  26831. */
  26832. intersectsPoint(point: Vector3): boolean;
  26833. /**
  26834. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26835. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26836. */
  26837. checkCollisions: boolean;
  26838. /**
  26839. * Gets Collider object used to compute collisions (not physics)
  26840. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26841. */
  26842. readonly collider: Nullable<Collider>;
  26843. /**
  26844. * Move the mesh using collision engine
  26845. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26846. * @param displacement defines the requested displacement vector
  26847. * @returns the current mesh
  26848. */
  26849. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26850. private _onCollisionPositionChange;
  26851. /** @hidden */
  26852. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26853. /** @hidden */
  26854. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26855. /** @hidden */
  26856. _checkCollision(collider: Collider): AbstractMesh;
  26857. /** @hidden */
  26858. _generatePointsArray(): boolean;
  26859. /**
  26860. * Checks if the passed Ray intersects with the mesh
  26861. * @param ray defines the ray to use
  26862. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26863. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26864. * @returns the picking info
  26865. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26866. */
  26867. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26868. /**
  26869. * Clones the current mesh
  26870. * @param name defines the mesh name
  26871. * @param newParent defines the new mesh parent
  26872. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26873. * @returns the new mesh
  26874. */
  26875. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26876. /**
  26877. * Disposes all the submeshes of the current meshnp
  26878. * @returns the current mesh
  26879. */
  26880. releaseSubMeshes(): AbstractMesh;
  26881. /**
  26882. * Releases resources associated with this abstract mesh.
  26883. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26884. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26885. */
  26886. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26887. /**
  26888. * Adds the passed mesh as a child to the current mesh
  26889. * @param mesh defines the child mesh
  26890. * @returns the current mesh
  26891. */
  26892. addChild(mesh: AbstractMesh): AbstractMesh;
  26893. /**
  26894. * Removes the passed mesh from the current mesh children list
  26895. * @param mesh defines the child mesh
  26896. * @returns the current mesh
  26897. */
  26898. removeChild(mesh: AbstractMesh): AbstractMesh;
  26899. /** @hidden */
  26900. private _initFacetData;
  26901. /**
  26902. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26903. * This method can be called within the render loop.
  26904. * 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
  26905. * @returns the current mesh
  26906. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26907. */
  26908. updateFacetData(): AbstractMesh;
  26909. /**
  26910. * Returns the facetLocalNormals array.
  26911. * The normals are expressed in the mesh local spac
  26912. * @returns an array of Vector3
  26913. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26914. */
  26915. getFacetLocalNormals(): Vector3[];
  26916. /**
  26917. * Returns the facetLocalPositions array.
  26918. * The facet positions are expressed in the mesh local space
  26919. * @returns an array of Vector3
  26920. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26921. */
  26922. getFacetLocalPositions(): Vector3[];
  26923. /**
  26924. * Returns the facetLocalPartioning array
  26925. * @returns an array of array of numbers
  26926. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26927. */
  26928. getFacetLocalPartitioning(): number[][];
  26929. /**
  26930. * Returns the i-th facet position in the world system.
  26931. * This method allocates a new Vector3 per call
  26932. * @param i defines the facet index
  26933. * @returns a new Vector3
  26934. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26935. */
  26936. getFacetPosition(i: number): Vector3;
  26937. /**
  26938. * Sets the reference Vector3 with the i-th facet position in the world system
  26939. * @param i defines the facet index
  26940. * @param ref defines the target vector
  26941. * @returns the current mesh
  26942. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26943. */
  26944. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26945. /**
  26946. * Returns the i-th facet normal in the world system.
  26947. * This method allocates a new Vector3 per call
  26948. * @param i defines the facet index
  26949. * @returns a new Vector3
  26950. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26951. */
  26952. getFacetNormal(i: number): Vector3;
  26953. /**
  26954. * Sets the reference Vector3 with the i-th facet normal in the world system
  26955. * @param i defines the facet index
  26956. * @param ref defines the target vector
  26957. * @returns the current mesh
  26958. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26959. */
  26960. getFacetNormalToRef(i: number, ref: Vector3): this;
  26961. /**
  26962. * 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)
  26963. * @param x defines x coordinate
  26964. * @param y defines y coordinate
  26965. * @param z defines z coordinate
  26966. * @returns the array of facet indexes
  26967. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26968. */
  26969. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26970. /**
  26971. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26972. * @param projected sets as the (x,y,z) world projection on the facet
  26973. * @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
  26974. * @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
  26975. * @param x defines x coordinate
  26976. * @param y defines y coordinate
  26977. * @param z defines z coordinate
  26978. * @returns the face index if found (or null instead)
  26979. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26980. */
  26981. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26982. /**
  26983. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26984. * @param projected sets as the (x,y,z) local projection on the facet
  26985. * @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
  26986. * @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
  26987. * @param x defines x coordinate
  26988. * @param y defines y coordinate
  26989. * @param z defines z coordinate
  26990. * @returns the face index if found (or null instead)
  26991. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26992. */
  26993. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26994. /**
  26995. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26996. * @returns the parameters
  26997. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26998. */
  26999. getFacetDataParameters(): any;
  27000. /**
  27001. * Disables the feature FacetData and frees the related memory
  27002. * @returns the current mesh
  27003. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27004. */
  27005. disableFacetData(): AbstractMesh;
  27006. /**
  27007. * Updates the AbstractMesh indices array
  27008. * @param indices defines the data source
  27009. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27010. * @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)
  27011. * @returns the current mesh
  27012. */
  27013. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27014. /**
  27015. * Creates new normals data for the mesh
  27016. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27017. * @returns the current mesh
  27018. */
  27019. createNormals(updatable: boolean): AbstractMesh;
  27020. /**
  27021. * Align the mesh with a normal
  27022. * @param normal defines the normal to use
  27023. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27024. * @returns the current mesh
  27025. */
  27026. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27027. /** @hidden */
  27028. _checkOcclusionQuery(): boolean;
  27029. /**
  27030. * Disables the mesh edge rendering mode
  27031. * @returns the currentAbstractMesh
  27032. */
  27033. disableEdgesRendering(): AbstractMesh;
  27034. /**
  27035. * Enables the edge rendering mode on the mesh.
  27036. * This mode makes the mesh edges visible
  27037. * @param epsilon defines the maximal distance between two angles to detect a face
  27038. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27039. * @returns the currentAbstractMesh
  27040. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27041. */
  27042. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27043. }
  27044. }
  27045. declare module "babylonjs/Actions/actionEvent" {
  27046. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27047. import { Nullable } from "babylonjs/types";
  27048. import { Sprite } from "babylonjs/Sprites/sprite";
  27049. import { Scene } from "babylonjs/scene";
  27050. import { Vector2 } from "babylonjs/Maths/math.vector";
  27051. /**
  27052. * Interface used to define ActionEvent
  27053. */
  27054. export interface IActionEvent {
  27055. /** The mesh or sprite that triggered the action */
  27056. source: any;
  27057. /** The X mouse cursor position at the time of the event */
  27058. pointerX: number;
  27059. /** The Y mouse cursor position at the time of the event */
  27060. pointerY: number;
  27061. /** The mesh that is currently pointed at (can be null) */
  27062. meshUnderPointer: Nullable<AbstractMesh>;
  27063. /** the original (browser) event that triggered the ActionEvent */
  27064. sourceEvent?: any;
  27065. /** additional data for the event */
  27066. additionalData?: any;
  27067. }
  27068. /**
  27069. * ActionEvent is the event being sent when an action is triggered.
  27070. */
  27071. export class ActionEvent implements IActionEvent {
  27072. /** The mesh or sprite that triggered the action */
  27073. source: any;
  27074. /** The X mouse cursor position at the time of the event */
  27075. pointerX: number;
  27076. /** The Y mouse cursor position at the time of the event */
  27077. pointerY: number;
  27078. /** The mesh that is currently pointed at (can be null) */
  27079. meshUnderPointer: Nullable<AbstractMesh>;
  27080. /** the original (browser) event that triggered the ActionEvent */
  27081. sourceEvent?: any;
  27082. /** additional data for the event */
  27083. additionalData?: any;
  27084. /**
  27085. * Creates a new ActionEvent
  27086. * @param source The mesh or sprite that triggered the action
  27087. * @param pointerX The X mouse cursor position at the time of the event
  27088. * @param pointerY The Y mouse cursor position at the time of the event
  27089. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27090. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27091. * @param additionalData additional data for the event
  27092. */
  27093. constructor(
  27094. /** The mesh or sprite that triggered the action */
  27095. source: any,
  27096. /** The X mouse cursor position at the time of the event */
  27097. pointerX: number,
  27098. /** The Y mouse cursor position at the time of the event */
  27099. pointerY: number,
  27100. /** The mesh that is currently pointed at (can be null) */
  27101. meshUnderPointer: Nullable<AbstractMesh>,
  27102. /** the original (browser) event that triggered the ActionEvent */
  27103. sourceEvent?: any,
  27104. /** additional data for the event */
  27105. additionalData?: any);
  27106. /**
  27107. * Helper function to auto-create an ActionEvent from a source mesh.
  27108. * @param source The source mesh that triggered the event
  27109. * @param evt The original (browser) event
  27110. * @param additionalData additional data for the event
  27111. * @returns the new ActionEvent
  27112. */
  27113. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27114. /**
  27115. * Helper function to auto-create an ActionEvent from a source sprite
  27116. * @param source The source sprite that triggered the event
  27117. * @param scene Scene associated with the sprite
  27118. * @param evt The original (browser) event
  27119. * @param additionalData additional data for the event
  27120. * @returns the new ActionEvent
  27121. */
  27122. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27123. /**
  27124. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27125. * @param scene the scene where the event occurred
  27126. * @param evt The original (browser) event
  27127. * @returns the new ActionEvent
  27128. */
  27129. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27130. /**
  27131. * Helper function to auto-create an ActionEvent from a primitive
  27132. * @param prim defines the target primitive
  27133. * @param pointerPos defines the pointer position
  27134. * @param evt The original (browser) event
  27135. * @param additionalData additional data for the event
  27136. * @returns the new ActionEvent
  27137. */
  27138. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27139. }
  27140. }
  27141. declare module "babylonjs/Actions/abstractActionManager" {
  27142. import { IDisposable } from "babylonjs/scene";
  27143. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27144. import { IAction } from "babylonjs/Actions/action";
  27145. import { Nullable } from "babylonjs/types";
  27146. /**
  27147. * Abstract class used to decouple action Manager from scene and meshes.
  27148. * Do not instantiate.
  27149. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27150. */
  27151. export abstract class AbstractActionManager implements IDisposable {
  27152. /** Gets the list of active triggers */
  27153. static Triggers: {
  27154. [key: string]: number;
  27155. };
  27156. /** Gets the cursor to use when hovering items */
  27157. hoverCursor: string;
  27158. /** Gets the list of actions */
  27159. actions: IAction[];
  27160. /**
  27161. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27162. */
  27163. isRecursive: boolean;
  27164. /**
  27165. * Releases all associated resources
  27166. */
  27167. abstract dispose(): void;
  27168. /**
  27169. * Does this action manager has pointer triggers
  27170. */
  27171. abstract readonly hasPointerTriggers: boolean;
  27172. /**
  27173. * Does this action manager has pick triggers
  27174. */
  27175. abstract readonly hasPickTriggers: boolean;
  27176. /**
  27177. * Process a specific trigger
  27178. * @param trigger defines the trigger to process
  27179. * @param evt defines the event details to be processed
  27180. */
  27181. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27182. /**
  27183. * Does this action manager handles actions of any of the given triggers
  27184. * @param triggers defines the triggers to be tested
  27185. * @return a boolean indicating whether one (or more) of the triggers is handled
  27186. */
  27187. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27188. /**
  27189. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27190. * speed.
  27191. * @param triggerA defines the trigger to be tested
  27192. * @param triggerB defines the trigger to be tested
  27193. * @return a boolean indicating whether one (or more) of the triggers is handled
  27194. */
  27195. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27196. /**
  27197. * Does this action manager handles actions of a given trigger
  27198. * @param trigger defines the trigger to be tested
  27199. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27200. * @return whether the trigger is handled
  27201. */
  27202. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27203. /**
  27204. * Serialize this manager to a JSON object
  27205. * @param name defines the property name to store this manager
  27206. * @returns a JSON representation of this manager
  27207. */
  27208. abstract serialize(name: string): any;
  27209. /**
  27210. * Registers an action to this action manager
  27211. * @param action defines the action to be registered
  27212. * @return the action amended (prepared) after registration
  27213. */
  27214. abstract registerAction(action: IAction): Nullable<IAction>;
  27215. /**
  27216. * Unregisters an action to this action manager
  27217. * @param action defines the action to be unregistered
  27218. * @return a boolean indicating whether the action has been unregistered
  27219. */
  27220. abstract unregisterAction(action: IAction): Boolean;
  27221. /**
  27222. * Does exist one action manager with at least one trigger
  27223. **/
  27224. static readonly HasTriggers: boolean;
  27225. /**
  27226. * Does exist one action manager with at least one pick trigger
  27227. **/
  27228. static readonly HasPickTriggers: boolean;
  27229. /**
  27230. * Does exist one action manager that handles actions of a given trigger
  27231. * @param trigger defines the trigger to be tested
  27232. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27233. **/
  27234. static HasSpecificTrigger(trigger: number): boolean;
  27235. }
  27236. }
  27237. declare module "babylonjs/node" {
  27238. import { Scene } from "babylonjs/scene";
  27239. import { Nullable } from "babylonjs/types";
  27240. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27241. import { Engine } from "babylonjs/Engines/engine";
  27242. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27243. import { Observable } from "babylonjs/Misc/observable";
  27244. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27245. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27246. import { Animatable } from "babylonjs/Animations/animatable";
  27247. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27248. import { Animation } from "babylonjs/Animations/animation";
  27249. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27250. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27251. /**
  27252. * Defines how a node can be built from a string name.
  27253. */
  27254. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27255. /**
  27256. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27257. */
  27258. export class Node implements IBehaviorAware<Node> {
  27259. /** @hidden */
  27260. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27261. private static _NodeConstructors;
  27262. /**
  27263. * Add a new node constructor
  27264. * @param type defines the type name of the node to construct
  27265. * @param constructorFunc defines the constructor function
  27266. */
  27267. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27268. /**
  27269. * Returns a node constructor based on type name
  27270. * @param type defines the type name
  27271. * @param name defines the new node name
  27272. * @param scene defines the hosting scene
  27273. * @param options defines optional options to transmit to constructors
  27274. * @returns the new constructor or null
  27275. */
  27276. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27277. /**
  27278. * Gets or sets the name of the node
  27279. */
  27280. name: string;
  27281. /**
  27282. * Gets or sets the id of the node
  27283. */
  27284. id: string;
  27285. /**
  27286. * Gets or sets the unique id of the node
  27287. */
  27288. uniqueId: number;
  27289. /**
  27290. * Gets or sets a string used to store user defined state for the node
  27291. */
  27292. state: string;
  27293. /**
  27294. * Gets or sets an object used to store user defined information for the node
  27295. */
  27296. metadata: any;
  27297. /**
  27298. * For internal use only. Please do not use.
  27299. */
  27300. reservedDataStore: any;
  27301. /**
  27302. * List of inspectable custom properties (used by the Inspector)
  27303. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27304. */
  27305. inspectableCustomProperties: IInspectable[];
  27306. /**
  27307. * Gets or sets a boolean used to define if the node must be serialized
  27308. */
  27309. doNotSerialize: boolean;
  27310. /** @hidden */
  27311. _isDisposed: boolean;
  27312. /**
  27313. * Gets a list of Animations associated with the node
  27314. */
  27315. animations: import("babylonjs/Animations/animation").Animation[];
  27316. protected _ranges: {
  27317. [name: string]: Nullable<AnimationRange>;
  27318. };
  27319. /**
  27320. * Callback raised when the node is ready to be used
  27321. */
  27322. onReady: Nullable<(node: Node) => void>;
  27323. private _isEnabled;
  27324. private _isParentEnabled;
  27325. private _isReady;
  27326. /** @hidden */
  27327. _currentRenderId: number;
  27328. private _parentUpdateId;
  27329. /** @hidden */
  27330. _childUpdateId: number;
  27331. /** @hidden */
  27332. _waitingParentId: Nullable<string>;
  27333. /** @hidden */
  27334. _scene: Scene;
  27335. /** @hidden */
  27336. _cache: any;
  27337. private _parentNode;
  27338. private _children;
  27339. /** @hidden */
  27340. _worldMatrix: Matrix;
  27341. /** @hidden */
  27342. _worldMatrixDeterminant: number;
  27343. /** @hidden */
  27344. _worldMatrixDeterminantIsDirty: boolean;
  27345. /** @hidden */
  27346. private _sceneRootNodesIndex;
  27347. /**
  27348. * Gets a boolean indicating if the node has been disposed
  27349. * @returns true if the node was disposed
  27350. */
  27351. isDisposed(): boolean;
  27352. /**
  27353. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27354. * @see https://doc.babylonjs.com/how_to/parenting
  27355. */
  27356. parent: Nullable<Node>;
  27357. private addToSceneRootNodes;
  27358. private removeFromSceneRootNodes;
  27359. private _animationPropertiesOverride;
  27360. /**
  27361. * Gets or sets the animation properties override
  27362. */
  27363. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27364. /**
  27365. * Gets a string idenfifying the name of the class
  27366. * @returns "Node" string
  27367. */
  27368. getClassName(): string;
  27369. /** @hidden */
  27370. readonly _isNode: boolean;
  27371. /**
  27372. * An event triggered when the mesh is disposed
  27373. */
  27374. onDisposeObservable: Observable<Node>;
  27375. private _onDisposeObserver;
  27376. /**
  27377. * Sets a callback that will be raised when the node will be disposed
  27378. */
  27379. onDispose: () => void;
  27380. /**
  27381. * Creates a new Node
  27382. * @param name the name and id to be given to this node
  27383. * @param scene the scene this node will be added to
  27384. * @param addToRootNodes the node will be added to scene.rootNodes
  27385. */
  27386. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27387. /**
  27388. * Gets the scene of the node
  27389. * @returns a scene
  27390. */
  27391. getScene(): Scene;
  27392. /**
  27393. * Gets the engine of the node
  27394. * @returns a Engine
  27395. */
  27396. getEngine(): Engine;
  27397. private _behaviors;
  27398. /**
  27399. * Attach a behavior to the node
  27400. * @see http://doc.babylonjs.com/features/behaviour
  27401. * @param behavior defines the behavior to attach
  27402. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27403. * @returns the current Node
  27404. */
  27405. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27406. /**
  27407. * Remove an attached behavior
  27408. * @see http://doc.babylonjs.com/features/behaviour
  27409. * @param behavior defines the behavior to attach
  27410. * @returns the current Node
  27411. */
  27412. removeBehavior(behavior: Behavior<Node>): Node;
  27413. /**
  27414. * Gets the list of attached behaviors
  27415. * @see http://doc.babylonjs.com/features/behaviour
  27416. */
  27417. readonly behaviors: Behavior<Node>[];
  27418. /**
  27419. * Gets an attached behavior by name
  27420. * @param name defines the name of the behavior to look for
  27421. * @see http://doc.babylonjs.com/features/behaviour
  27422. * @returns null if behavior was not found else the requested behavior
  27423. */
  27424. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27425. /**
  27426. * Returns the latest update of the World matrix
  27427. * @returns a Matrix
  27428. */
  27429. getWorldMatrix(): Matrix;
  27430. /** @hidden */
  27431. _getWorldMatrixDeterminant(): number;
  27432. /**
  27433. * Returns directly the latest state of the mesh World matrix.
  27434. * A Matrix is returned.
  27435. */
  27436. readonly worldMatrixFromCache: Matrix;
  27437. /** @hidden */
  27438. _initCache(): void;
  27439. /** @hidden */
  27440. updateCache(force?: boolean): void;
  27441. /** @hidden */
  27442. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27443. /** @hidden */
  27444. _updateCache(ignoreParentClass?: boolean): void;
  27445. /** @hidden */
  27446. _isSynchronized(): boolean;
  27447. /** @hidden */
  27448. _markSyncedWithParent(): void;
  27449. /** @hidden */
  27450. isSynchronizedWithParent(): boolean;
  27451. /** @hidden */
  27452. isSynchronized(): boolean;
  27453. /**
  27454. * Is this node ready to be used/rendered
  27455. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27456. * @return true if the node is ready
  27457. */
  27458. isReady(completeCheck?: boolean): boolean;
  27459. /**
  27460. * Is this node enabled?
  27461. * 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
  27462. * @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
  27463. * @return whether this node (and its parent) is enabled
  27464. */
  27465. isEnabled(checkAncestors?: boolean): boolean;
  27466. /** @hidden */
  27467. protected _syncParentEnabledState(): void;
  27468. /**
  27469. * Set the enabled state of this node
  27470. * @param value defines the new enabled state
  27471. */
  27472. setEnabled(value: boolean): void;
  27473. /**
  27474. * Is this node a descendant of the given node?
  27475. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27476. * @param ancestor defines the parent node to inspect
  27477. * @returns a boolean indicating if this node is a descendant of the given node
  27478. */
  27479. isDescendantOf(ancestor: Node): boolean;
  27480. /** @hidden */
  27481. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27482. /**
  27483. * Will return all nodes that have this node as ascendant
  27484. * @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
  27485. * @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
  27486. * @return all children nodes of all types
  27487. */
  27488. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27489. /**
  27490. * Get all child-meshes of this node
  27491. * @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)
  27492. * @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
  27493. * @returns an array of AbstractMesh
  27494. */
  27495. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27496. /**
  27497. * Get all direct children of this node
  27498. * @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
  27499. * @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)
  27500. * @returns an array of Node
  27501. */
  27502. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27503. /** @hidden */
  27504. _setReady(state: boolean): void;
  27505. /**
  27506. * Get an animation by name
  27507. * @param name defines the name of the animation to look for
  27508. * @returns null if not found else the requested animation
  27509. */
  27510. getAnimationByName(name: string): Nullable<Animation>;
  27511. /**
  27512. * Creates an animation range for this node
  27513. * @param name defines the name of the range
  27514. * @param from defines the starting key
  27515. * @param to defines the end key
  27516. */
  27517. createAnimationRange(name: string, from: number, to: number): void;
  27518. /**
  27519. * Delete a specific animation range
  27520. * @param name defines the name of the range to delete
  27521. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27522. */
  27523. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27524. /**
  27525. * Get an animation range by name
  27526. * @param name defines the name of the animation range to look for
  27527. * @returns null if not found else the requested animation range
  27528. */
  27529. getAnimationRange(name: string): Nullable<AnimationRange>;
  27530. /**
  27531. * Gets the list of all animation ranges defined on this node
  27532. * @returns an array
  27533. */
  27534. getAnimationRanges(): Nullable<AnimationRange>[];
  27535. /**
  27536. * Will start the animation sequence
  27537. * @param name defines the range frames for animation sequence
  27538. * @param loop defines if the animation should loop (false by default)
  27539. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27540. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27541. * @returns the object created for this animation. If range does not exist, it will return null
  27542. */
  27543. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27544. /**
  27545. * Serialize animation ranges into a JSON compatible object
  27546. * @returns serialization object
  27547. */
  27548. serializeAnimationRanges(): any;
  27549. /**
  27550. * Computes the world matrix of the node
  27551. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27552. * @returns the world matrix
  27553. */
  27554. computeWorldMatrix(force?: boolean): Matrix;
  27555. /**
  27556. * Releases resources associated with this node.
  27557. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27558. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27559. */
  27560. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27561. /**
  27562. * Parse animation range data from a serialization object and store them into a given node
  27563. * @param node defines where to store the animation ranges
  27564. * @param parsedNode defines the serialization object to read data from
  27565. * @param scene defines the hosting scene
  27566. */
  27567. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27568. /**
  27569. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27570. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27571. * @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
  27572. * @returns the new bounding vectors
  27573. */
  27574. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27575. min: Vector3;
  27576. max: Vector3;
  27577. };
  27578. }
  27579. }
  27580. declare module "babylonjs/Animations/animation" {
  27581. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27582. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27583. import { Color3 } from "babylonjs/Maths/math.color";
  27584. import { Nullable } from "babylonjs/types";
  27585. import { Scene } from "babylonjs/scene";
  27586. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27587. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27588. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27589. import { Node } from "babylonjs/node";
  27590. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27591. import { Size } from "babylonjs/Maths/math.size";
  27592. import { Animatable } from "babylonjs/Animations/animatable";
  27593. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27594. /**
  27595. * @hidden
  27596. */
  27597. export class _IAnimationState {
  27598. key: number;
  27599. repeatCount: number;
  27600. workValue?: any;
  27601. loopMode?: number;
  27602. offsetValue?: any;
  27603. highLimitValue?: any;
  27604. }
  27605. /**
  27606. * Class used to store any kind of animation
  27607. */
  27608. export class Animation {
  27609. /**Name of the animation */
  27610. name: string;
  27611. /**Property to animate */
  27612. targetProperty: string;
  27613. /**The frames per second of the animation */
  27614. framePerSecond: number;
  27615. /**The data type of the animation */
  27616. dataType: number;
  27617. /**The loop mode of the animation */
  27618. loopMode?: number | undefined;
  27619. /**Specifies if blending should be enabled */
  27620. enableBlending?: boolean | undefined;
  27621. /**
  27622. * Use matrix interpolation instead of using direct key value when animating matrices
  27623. */
  27624. static AllowMatricesInterpolation: boolean;
  27625. /**
  27626. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27627. */
  27628. static AllowMatrixDecomposeForInterpolation: boolean;
  27629. /**
  27630. * Stores the key frames of the animation
  27631. */
  27632. private _keys;
  27633. /**
  27634. * Stores the easing function of the animation
  27635. */
  27636. private _easingFunction;
  27637. /**
  27638. * @hidden Internal use only
  27639. */
  27640. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27641. /**
  27642. * The set of event that will be linked to this animation
  27643. */
  27644. private _events;
  27645. /**
  27646. * Stores an array of target property paths
  27647. */
  27648. targetPropertyPath: string[];
  27649. /**
  27650. * Stores the blending speed of the animation
  27651. */
  27652. blendingSpeed: number;
  27653. /**
  27654. * Stores the animation ranges for the animation
  27655. */
  27656. private _ranges;
  27657. /**
  27658. * @hidden Internal use
  27659. */
  27660. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27661. /**
  27662. * Sets up an animation
  27663. * @param property The property to animate
  27664. * @param animationType The animation type to apply
  27665. * @param framePerSecond The frames per second of the animation
  27666. * @param easingFunction The easing function used in the animation
  27667. * @returns The created animation
  27668. */
  27669. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27670. /**
  27671. * Create and start an animation on a node
  27672. * @param name defines the name of the global animation that will be run on all nodes
  27673. * @param node defines the root node where the animation will take place
  27674. * @param targetProperty defines property to animate
  27675. * @param framePerSecond defines the number of frame per second yo use
  27676. * @param totalFrame defines the number of frames in total
  27677. * @param from defines the initial value
  27678. * @param to defines the final value
  27679. * @param loopMode defines which loop mode you want to use (off by default)
  27680. * @param easingFunction defines the easing function to use (linear by default)
  27681. * @param onAnimationEnd defines the callback to call when animation end
  27682. * @returns the animatable created for this animation
  27683. */
  27684. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27685. /**
  27686. * Create and start an animation on a node and its descendants
  27687. * @param name defines the name of the global animation that will be run on all nodes
  27688. * @param node defines the root node where the animation will take place
  27689. * @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
  27690. * @param targetProperty defines property to animate
  27691. * @param framePerSecond defines the number of frame per second to use
  27692. * @param totalFrame defines the number of frames in total
  27693. * @param from defines the initial value
  27694. * @param to defines the final value
  27695. * @param loopMode defines which loop mode you want to use (off by default)
  27696. * @param easingFunction defines the easing function to use (linear by default)
  27697. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27698. * @returns the list of animatables created for all nodes
  27699. * @example https://www.babylonjs-playground.com/#MH0VLI
  27700. */
  27701. 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[]>;
  27702. /**
  27703. * Creates a new animation, merges it with the existing animations and starts it
  27704. * @param name Name of the animation
  27705. * @param node Node which contains the scene that begins the animations
  27706. * @param targetProperty Specifies which property to animate
  27707. * @param framePerSecond The frames per second of the animation
  27708. * @param totalFrame The total number of frames
  27709. * @param from The frame at the beginning of the animation
  27710. * @param to The frame at the end of the animation
  27711. * @param loopMode Specifies the loop mode of the animation
  27712. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27713. * @param onAnimationEnd Callback to run once the animation is complete
  27714. * @returns Nullable animation
  27715. */
  27716. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27717. /**
  27718. * Transition property of an host to the target Value
  27719. * @param property The property to transition
  27720. * @param targetValue The target Value of the property
  27721. * @param host The object where the property to animate belongs
  27722. * @param scene Scene used to run the animation
  27723. * @param frameRate Framerate (in frame/s) to use
  27724. * @param transition The transition type we want to use
  27725. * @param duration The duration of the animation, in milliseconds
  27726. * @param onAnimationEnd Callback trigger at the end of the animation
  27727. * @returns Nullable animation
  27728. */
  27729. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27730. /**
  27731. * Return the array of runtime animations currently using this animation
  27732. */
  27733. readonly runtimeAnimations: RuntimeAnimation[];
  27734. /**
  27735. * Specifies if any of the runtime animations are currently running
  27736. */
  27737. readonly hasRunningRuntimeAnimations: boolean;
  27738. /**
  27739. * Initializes the animation
  27740. * @param name Name of the animation
  27741. * @param targetProperty Property to animate
  27742. * @param framePerSecond The frames per second of the animation
  27743. * @param dataType The data type of the animation
  27744. * @param loopMode The loop mode of the animation
  27745. * @param enableBlending Specifies if blending should be enabled
  27746. */
  27747. constructor(
  27748. /**Name of the animation */
  27749. name: string,
  27750. /**Property to animate */
  27751. targetProperty: string,
  27752. /**The frames per second of the animation */
  27753. framePerSecond: number,
  27754. /**The data type of the animation */
  27755. dataType: number,
  27756. /**The loop mode of the animation */
  27757. loopMode?: number | undefined,
  27758. /**Specifies if blending should be enabled */
  27759. enableBlending?: boolean | undefined);
  27760. /**
  27761. * Converts the animation to a string
  27762. * @param fullDetails support for multiple levels of logging within scene loading
  27763. * @returns String form of the animation
  27764. */
  27765. toString(fullDetails?: boolean): string;
  27766. /**
  27767. * Add an event to this animation
  27768. * @param event Event to add
  27769. */
  27770. addEvent(event: AnimationEvent): void;
  27771. /**
  27772. * Remove all events found at the given frame
  27773. * @param frame The frame to remove events from
  27774. */
  27775. removeEvents(frame: number): void;
  27776. /**
  27777. * Retrieves all the events from the animation
  27778. * @returns Events from the animation
  27779. */
  27780. getEvents(): AnimationEvent[];
  27781. /**
  27782. * Creates an animation range
  27783. * @param name Name of the animation range
  27784. * @param from Starting frame of the animation range
  27785. * @param to Ending frame of the animation
  27786. */
  27787. createRange(name: string, from: number, to: number): void;
  27788. /**
  27789. * Deletes an animation range by name
  27790. * @param name Name of the animation range to delete
  27791. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27792. */
  27793. deleteRange(name: string, deleteFrames?: boolean): void;
  27794. /**
  27795. * Gets the animation range by name, or null if not defined
  27796. * @param name Name of the animation range
  27797. * @returns Nullable animation range
  27798. */
  27799. getRange(name: string): Nullable<AnimationRange>;
  27800. /**
  27801. * Gets the key frames from the animation
  27802. * @returns The key frames of the animation
  27803. */
  27804. getKeys(): Array<IAnimationKey>;
  27805. /**
  27806. * Gets the highest frame rate of the animation
  27807. * @returns Highest frame rate of the animation
  27808. */
  27809. getHighestFrame(): number;
  27810. /**
  27811. * Gets the easing function of the animation
  27812. * @returns Easing function of the animation
  27813. */
  27814. getEasingFunction(): IEasingFunction;
  27815. /**
  27816. * Sets the easing function of the animation
  27817. * @param easingFunction A custom mathematical formula for animation
  27818. */
  27819. setEasingFunction(easingFunction: EasingFunction): void;
  27820. /**
  27821. * Interpolates a scalar linearly
  27822. * @param startValue Start value of the animation curve
  27823. * @param endValue End value of the animation curve
  27824. * @param gradient Scalar amount to interpolate
  27825. * @returns Interpolated scalar value
  27826. */
  27827. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27828. /**
  27829. * Interpolates a scalar cubically
  27830. * @param startValue Start value of the animation curve
  27831. * @param outTangent End tangent of the animation
  27832. * @param endValue End value of the animation curve
  27833. * @param inTangent Start tangent of the animation curve
  27834. * @param gradient Scalar amount to interpolate
  27835. * @returns Interpolated scalar value
  27836. */
  27837. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27838. /**
  27839. * Interpolates a quaternion using a spherical linear interpolation
  27840. * @param startValue Start value of the animation curve
  27841. * @param endValue End value of the animation curve
  27842. * @param gradient Scalar amount to interpolate
  27843. * @returns Interpolated quaternion value
  27844. */
  27845. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27846. /**
  27847. * Interpolates a quaternion cubically
  27848. * @param startValue Start value of the animation curve
  27849. * @param outTangent End tangent of the animation curve
  27850. * @param endValue End value of the animation curve
  27851. * @param inTangent Start tangent of the animation curve
  27852. * @param gradient Scalar amount to interpolate
  27853. * @returns Interpolated quaternion value
  27854. */
  27855. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27856. /**
  27857. * Interpolates a Vector3 linearl
  27858. * @param startValue Start value of the animation curve
  27859. * @param endValue End value of the animation curve
  27860. * @param gradient Scalar amount to interpolate
  27861. * @returns Interpolated scalar value
  27862. */
  27863. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27864. /**
  27865. * Interpolates a Vector3 cubically
  27866. * @param startValue Start value of the animation curve
  27867. * @param outTangent End tangent of the animation
  27868. * @param endValue End value of the animation curve
  27869. * @param inTangent Start tangent of the animation curve
  27870. * @param gradient Scalar amount to interpolate
  27871. * @returns InterpolatedVector3 value
  27872. */
  27873. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27874. /**
  27875. * Interpolates a Vector2 linearly
  27876. * @param startValue Start value of the animation curve
  27877. * @param endValue End value of the animation curve
  27878. * @param gradient Scalar amount to interpolate
  27879. * @returns Interpolated Vector2 value
  27880. */
  27881. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27882. /**
  27883. * Interpolates a Vector2 cubically
  27884. * @param startValue Start value of the animation curve
  27885. * @param outTangent End tangent of the animation
  27886. * @param endValue End value of the animation curve
  27887. * @param inTangent Start tangent of the animation curve
  27888. * @param gradient Scalar amount to interpolate
  27889. * @returns Interpolated Vector2 value
  27890. */
  27891. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27892. /**
  27893. * Interpolates a size linearly
  27894. * @param startValue Start value of the animation curve
  27895. * @param endValue End value of the animation curve
  27896. * @param gradient Scalar amount to interpolate
  27897. * @returns Interpolated Size value
  27898. */
  27899. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27900. /**
  27901. * Interpolates a Color3 linearly
  27902. * @param startValue Start value of the animation curve
  27903. * @param endValue End value of the animation curve
  27904. * @param gradient Scalar amount to interpolate
  27905. * @returns Interpolated Color3 value
  27906. */
  27907. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27908. /**
  27909. * @hidden Internal use only
  27910. */
  27911. _getKeyValue(value: any): any;
  27912. /**
  27913. * @hidden Internal use only
  27914. */
  27915. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27916. /**
  27917. * Defines the function to use to interpolate matrices
  27918. * @param startValue defines the start matrix
  27919. * @param endValue defines the end matrix
  27920. * @param gradient defines the gradient between both matrices
  27921. * @param result defines an optional target matrix where to store the interpolation
  27922. * @returns the interpolated matrix
  27923. */
  27924. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27925. /**
  27926. * Makes a copy of the animation
  27927. * @returns Cloned animation
  27928. */
  27929. clone(): Animation;
  27930. /**
  27931. * Sets the key frames of the animation
  27932. * @param values The animation key frames to set
  27933. */
  27934. setKeys(values: Array<IAnimationKey>): void;
  27935. /**
  27936. * Serializes the animation to an object
  27937. * @returns Serialized object
  27938. */
  27939. serialize(): any;
  27940. /**
  27941. * Float animation type
  27942. */
  27943. private static _ANIMATIONTYPE_FLOAT;
  27944. /**
  27945. * Vector3 animation type
  27946. */
  27947. private static _ANIMATIONTYPE_VECTOR3;
  27948. /**
  27949. * Quaternion animation type
  27950. */
  27951. private static _ANIMATIONTYPE_QUATERNION;
  27952. /**
  27953. * Matrix animation type
  27954. */
  27955. private static _ANIMATIONTYPE_MATRIX;
  27956. /**
  27957. * Color3 animation type
  27958. */
  27959. private static _ANIMATIONTYPE_COLOR3;
  27960. /**
  27961. * Vector2 animation type
  27962. */
  27963. private static _ANIMATIONTYPE_VECTOR2;
  27964. /**
  27965. * Size animation type
  27966. */
  27967. private static _ANIMATIONTYPE_SIZE;
  27968. /**
  27969. * Relative Loop Mode
  27970. */
  27971. private static _ANIMATIONLOOPMODE_RELATIVE;
  27972. /**
  27973. * Cycle Loop Mode
  27974. */
  27975. private static _ANIMATIONLOOPMODE_CYCLE;
  27976. /**
  27977. * Constant Loop Mode
  27978. */
  27979. private static _ANIMATIONLOOPMODE_CONSTANT;
  27980. /**
  27981. * Get the float animation type
  27982. */
  27983. static readonly ANIMATIONTYPE_FLOAT: number;
  27984. /**
  27985. * Get the Vector3 animation type
  27986. */
  27987. static readonly ANIMATIONTYPE_VECTOR3: number;
  27988. /**
  27989. * Get the Vector2 animation type
  27990. */
  27991. static readonly ANIMATIONTYPE_VECTOR2: number;
  27992. /**
  27993. * Get the Size animation type
  27994. */
  27995. static readonly ANIMATIONTYPE_SIZE: number;
  27996. /**
  27997. * Get the Quaternion animation type
  27998. */
  27999. static readonly ANIMATIONTYPE_QUATERNION: number;
  28000. /**
  28001. * Get the Matrix animation type
  28002. */
  28003. static readonly ANIMATIONTYPE_MATRIX: number;
  28004. /**
  28005. * Get the Color3 animation type
  28006. */
  28007. static readonly ANIMATIONTYPE_COLOR3: number;
  28008. /**
  28009. * Get the Relative Loop Mode
  28010. */
  28011. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28012. /**
  28013. * Get the Cycle Loop Mode
  28014. */
  28015. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28016. /**
  28017. * Get the Constant Loop Mode
  28018. */
  28019. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28020. /** @hidden */
  28021. static _UniversalLerp(left: any, right: any, amount: number): any;
  28022. /**
  28023. * Parses an animation object and creates an animation
  28024. * @param parsedAnimation Parsed animation object
  28025. * @returns Animation object
  28026. */
  28027. static Parse(parsedAnimation: any): Animation;
  28028. /**
  28029. * Appends the serialized animations from the source animations
  28030. * @param source Source containing the animations
  28031. * @param destination Target to store the animations
  28032. */
  28033. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28034. }
  28035. }
  28036. declare module "babylonjs/Animations/animatable.interface" {
  28037. import { Nullable } from "babylonjs/types";
  28038. import { Animation } from "babylonjs/Animations/animation";
  28039. /**
  28040. * Interface containing an array of animations
  28041. */
  28042. export interface IAnimatable {
  28043. /**
  28044. * Array of animations
  28045. */
  28046. animations: Nullable<Array<Animation>>;
  28047. }
  28048. }
  28049. declare module "babylonjs/Materials/fresnelParameters" {
  28050. import { Color3 } from "babylonjs/Maths/math.color";
  28051. /**
  28052. * This represents all the required information to add a fresnel effect on a material:
  28053. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28054. */
  28055. export class FresnelParameters {
  28056. private _isEnabled;
  28057. /**
  28058. * Define if the fresnel effect is enable or not.
  28059. */
  28060. isEnabled: boolean;
  28061. /**
  28062. * Define the color used on edges (grazing angle)
  28063. */
  28064. leftColor: Color3;
  28065. /**
  28066. * Define the color used on center
  28067. */
  28068. rightColor: Color3;
  28069. /**
  28070. * Define bias applied to computed fresnel term
  28071. */
  28072. bias: number;
  28073. /**
  28074. * Defined the power exponent applied to fresnel term
  28075. */
  28076. power: number;
  28077. /**
  28078. * Clones the current fresnel and its valuues
  28079. * @returns a clone fresnel configuration
  28080. */
  28081. clone(): FresnelParameters;
  28082. /**
  28083. * Serializes the current fresnel parameters to a JSON representation.
  28084. * @return the JSON serialization
  28085. */
  28086. serialize(): any;
  28087. /**
  28088. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28089. * @param parsedFresnelParameters Define the JSON representation
  28090. * @returns the parsed parameters
  28091. */
  28092. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28093. }
  28094. }
  28095. declare module "babylonjs/Misc/decorators" {
  28096. import { Nullable } from "babylonjs/types";
  28097. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28098. import { Scene } from "babylonjs/scene";
  28099. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28100. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28101. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28102. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28103. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28104. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28105. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28106. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28107. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28108. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28109. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28110. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28111. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28112. /**
  28113. * Decorator used to define property that can be serialized as reference to a camera
  28114. * @param sourceName defines the name of the property to decorate
  28115. */
  28116. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28117. /**
  28118. * Class used to help serialization objects
  28119. */
  28120. export class SerializationHelper {
  28121. /** @hidden */
  28122. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28123. /** @hidden */
  28124. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28125. /** @hidden */
  28126. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28127. /** @hidden */
  28128. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28129. /**
  28130. * Appends the serialized animations from the source animations
  28131. * @param source Source containing the animations
  28132. * @param destination Target to store the animations
  28133. */
  28134. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28135. /**
  28136. * Static function used to serialized a specific entity
  28137. * @param entity defines the entity to serialize
  28138. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28139. * @returns a JSON compatible object representing the serialization of the entity
  28140. */
  28141. static Serialize<T>(entity: T, serializationObject?: any): any;
  28142. /**
  28143. * Creates a new entity from a serialization data object
  28144. * @param creationFunction defines a function used to instanciated the new entity
  28145. * @param source defines the source serialization data
  28146. * @param scene defines the hosting scene
  28147. * @param rootUrl defines the root url for resources
  28148. * @returns a new entity
  28149. */
  28150. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28151. /**
  28152. * Clones an object
  28153. * @param creationFunction defines the function used to instanciate the new object
  28154. * @param source defines the source object
  28155. * @returns the cloned object
  28156. */
  28157. static Clone<T>(creationFunction: () => T, source: T): T;
  28158. /**
  28159. * Instanciates a new object based on a source one (some data will be shared between both object)
  28160. * @param creationFunction defines the function used to instanciate the new object
  28161. * @param source defines the source object
  28162. * @returns the new object
  28163. */
  28164. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28165. }
  28166. }
  28167. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28168. import { Nullable } from "babylonjs/types";
  28169. /**
  28170. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28171. */
  28172. export interface CubeMapInfo {
  28173. /**
  28174. * The pixel array for the front face.
  28175. * This is stored in format, left to right, up to down format.
  28176. */
  28177. front: Nullable<ArrayBufferView>;
  28178. /**
  28179. * The pixel array for the back face.
  28180. * This is stored in format, left to right, up to down format.
  28181. */
  28182. back: Nullable<ArrayBufferView>;
  28183. /**
  28184. * The pixel array for the left face.
  28185. * This is stored in format, left to right, up to down format.
  28186. */
  28187. left: Nullable<ArrayBufferView>;
  28188. /**
  28189. * The pixel array for the right face.
  28190. * This is stored in format, left to right, up to down format.
  28191. */
  28192. right: Nullable<ArrayBufferView>;
  28193. /**
  28194. * The pixel array for the up face.
  28195. * This is stored in format, left to right, up to down format.
  28196. */
  28197. up: Nullable<ArrayBufferView>;
  28198. /**
  28199. * The pixel array for the down face.
  28200. * This is stored in format, left to right, up to down format.
  28201. */
  28202. down: Nullable<ArrayBufferView>;
  28203. /**
  28204. * The size of the cubemap stored.
  28205. *
  28206. * Each faces will be size * size pixels.
  28207. */
  28208. size: number;
  28209. /**
  28210. * The format of the texture.
  28211. *
  28212. * RGBA, RGB.
  28213. */
  28214. format: number;
  28215. /**
  28216. * The type of the texture data.
  28217. *
  28218. * UNSIGNED_INT, FLOAT.
  28219. */
  28220. type: number;
  28221. /**
  28222. * Specifies whether the texture is in gamma space.
  28223. */
  28224. gammaSpace: boolean;
  28225. }
  28226. /**
  28227. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28228. */
  28229. export class PanoramaToCubeMapTools {
  28230. private static FACE_FRONT;
  28231. private static FACE_BACK;
  28232. private static FACE_RIGHT;
  28233. private static FACE_LEFT;
  28234. private static FACE_DOWN;
  28235. private static FACE_UP;
  28236. /**
  28237. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28238. *
  28239. * @param float32Array The source data.
  28240. * @param inputWidth The width of the input panorama.
  28241. * @param inputHeight The height of the input panorama.
  28242. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28243. * @return The cubemap data
  28244. */
  28245. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28246. private static CreateCubemapTexture;
  28247. private static CalcProjectionSpherical;
  28248. }
  28249. }
  28250. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28251. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28252. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28253. import { Nullable } from "babylonjs/types";
  28254. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28255. /**
  28256. * Helper class dealing with the extraction of spherical polynomial dataArray
  28257. * from a cube map.
  28258. */
  28259. export class CubeMapToSphericalPolynomialTools {
  28260. private static FileFaces;
  28261. /**
  28262. * Converts a texture to the according Spherical Polynomial data.
  28263. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28264. *
  28265. * @param texture The texture to extract the information from.
  28266. * @return The Spherical Polynomial data.
  28267. */
  28268. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28269. /**
  28270. * Converts a cubemap to the according Spherical Polynomial data.
  28271. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28272. *
  28273. * @param cubeInfo The Cube map to extract the information from.
  28274. * @return The Spherical Polynomial data.
  28275. */
  28276. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28277. }
  28278. }
  28279. declare module "babylonjs/Misc/guid" {
  28280. /**
  28281. * Class used to manipulate GUIDs
  28282. */
  28283. export class GUID {
  28284. /**
  28285. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28286. * Be aware Math.random() could cause collisions, but:
  28287. * "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"
  28288. * @returns a pseudo random id
  28289. */
  28290. static RandomId(): string;
  28291. }
  28292. }
  28293. declare module "babylonjs/Materials/Textures/baseTexture" {
  28294. import { Observable } from "babylonjs/Misc/observable";
  28295. import { Nullable } from "babylonjs/types";
  28296. import { Scene } from "babylonjs/scene";
  28297. import { Matrix } from "babylonjs/Maths/math.vector";
  28298. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28299. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28300. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28301. import { ISize } from "babylonjs/Maths/math.size";
  28302. /**
  28303. * Base class of all the textures in babylon.
  28304. * It groups all the common properties the materials, post process, lights... might need
  28305. * in order to make a correct use of the texture.
  28306. */
  28307. export class BaseTexture implements IAnimatable {
  28308. /**
  28309. * Default anisotropic filtering level for the application.
  28310. * It is set to 4 as a good tradeoff between perf and quality.
  28311. */
  28312. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28313. /**
  28314. * Gets or sets the unique id of the texture
  28315. */
  28316. uniqueId: number;
  28317. /**
  28318. * Define the name of the texture.
  28319. */
  28320. name: string;
  28321. /**
  28322. * Gets or sets an object used to store user defined information.
  28323. */
  28324. metadata: any;
  28325. /**
  28326. * For internal use only. Please do not use.
  28327. */
  28328. reservedDataStore: any;
  28329. private _hasAlpha;
  28330. /**
  28331. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28332. */
  28333. hasAlpha: boolean;
  28334. /**
  28335. * Defines if the alpha value should be determined via the rgb values.
  28336. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28337. */
  28338. getAlphaFromRGB: boolean;
  28339. /**
  28340. * Intensity or strength of the texture.
  28341. * It is commonly used by materials to fine tune the intensity of the texture
  28342. */
  28343. level: number;
  28344. /**
  28345. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28346. * This is part of the texture as textures usually maps to one uv set.
  28347. */
  28348. coordinatesIndex: number;
  28349. private _coordinatesMode;
  28350. /**
  28351. * How a texture is mapped.
  28352. *
  28353. * | Value | Type | Description |
  28354. * | ----- | ----------------------------------- | ----------- |
  28355. * | 0 | EXPLICIT_MODE | |
  28356. * | 1 | SPHERICAL_MODE | |
  28357. * | 2 | PLANAR_MODE | |
  28358. * | 3 | CUBIC_MODE | |
  28359. * | 4 | PROJECTION_MODE | |
  28360. * | 5 | SKYBOX_MODE | |
  28361. * | 6 | INVCUBIC_MODE | |
  28362. * | 7 | EQUIRECTANGULAR_MODE | |
  28363. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28364. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28365. */
  28366. coordinatesMode: number;
  28367. /**
  28368. * | Value | Type | Description |
  28369. * | ----- | ------------------ | ----------- |
  28370. * | 0 | CLAMP_ADDRESSMODE | |
  28371. * | 1 | WRAP_ADDRESSMODE | |
  28372. * | 2 | MIRROR_ADDRESSMODE | |
  28373. */
  28374. wrapU: number;
  28375. /**
  28376. * | Value | Type | Description |
  28377. * | ----- | ------------------ | ----------- |
  28378. * | 0 | CLAMP_ADDRESSMODE | |
  28379. * | 1 | WRAP_ADDRESSMODE | |
  28380. * | 2 | MIRROR_ADDRESSMODE | |
  28381. */
  28382. wrapV: number;
  28383. /**
  28384. * | Value | Type | Description |
  28385. * | ----- | ------------------ | ----------- |
  28386. * | 0 | CLAMP_ADDRESSMODE | |
  28387. * | 1 | WRAP_ADDRESSMODE | |
  28388. * | 2 | MIRROR_ADDRESSMODE | |
  28389. */
  28390. wrapR: number;
  28391. /**
  28392. * With compliant hardware and browser (supporting anisotropic filtering)
  28393. * this defines the level of anisotropic filtering in the texture.
  28394. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28395. */
  28396. anisotropicFilteringLevel: number;
  28397. /**
  28398. * Define if the texture is a cube texture or if false a 2d texture.
  28399. */
  28400. isCube: boolean;
  28401. /**
  28402. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28403. */
  28404. is3D: boolean;
  28405. /**
  28406. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28407. * HDR texture are usually stored in linear space.
  28408. * This only impacts the PBR and Background materials
  28409. */
  28410. gammaSpace: boolean;
  28411. /**
  28412. * Gets whether or not the texture contains RGBD data.
  28413. */
  28414. readonly isRGBD: boolean;
  28415. /**
  28416. * Is Z inverted in the texture (useful in a cube texture).
  28417. */
  28418. invertZ: boolean;
  28419. /**
  28420. * Are mip maps generated for this texture or not.
  28421. */
  28422. readonly noMipmap: boolean;
  28423. /**
  28424. * @hidden
  28425. */
  28426. lodLevelInAlpha: boolean;
  28427. /**
  28428. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28429. */
  28430. lodGenerationOffset: number;
  28431. /**
  28432. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28433. */
  28434. lodGenerationScale: number;
  28435. /**
  28436. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28437. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28438. * average roughness values.
  28439. */
  28440. linearSpecularLOD: boolean;
  28441. /**
  28442. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28443. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28444. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28445. */
  28446. irradianceTexture: Nullable<BaseTexture>;
  28447. /**
  28448. * Define if the texture is a render target.
  28449. */
  28450. isRenderTarget: boolean;
  28451. /**
  28452. * Define the unique id of the texture in the scene.
  28453. */
  28454. readonly uid: string;
  28455. /**
  28456. * Return a string representation of the texture.
  28457. * @returns the texture as a string
  28458. */
  28459. toString(): string;
  28460. /**
  28461. * Get the class name of the texture.
  28462. * @returns "BaseTexture"
  28463. */
  28464. getClassName(): string;
  28465. /**
  28466. * Define the list of animation attached to the texture.
  28467. */
  28468. animations: import("babylonjs/Animations/animation").Animation[];
  28469. /**
  28470. * An event triggered when the texture is disposed.
  28471. */
  28472. onDisposeObservable: Observable<BaseTexture>;
  28473. private _onDisposeObserver;
  28474. /**
  28475. * Callback triggered when the texture has been disposed.
  28476. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28477. */
  28478. onDispose: () => void;
  28479. /**
  28480. * Define the current state of the loading sequence when in delayed load mode.
  28481. */
  28482. delayLoadState: number;
  28483. private _scene;
  28484. /** @hidden */
  28485. _texture: Nullable<InternalTexture>;
  28486. private _uid;
  28487. /**
  28488. * Define if the texture is preventinga material to render or not.
  28489. * If not and the texture is not ready, the engine will use a default black texture instead.
  28490. */
  28491. readonly isBlocking: boolean;
  28492. /**
  28493. * Instantiates a new BaseTexture.
  28494. * Base class of all the textures in babylon.
  28495. * It groups all the common properties the materials, post process, lights... might need
  28496. * in order to make a correct use of the texture.
  28497. * @param scene Define the scene the texture blongs to
  28498. */
  28499. constructor(scene: Nullable<Scene>);
  28500. /**
  28501. * Get the scene the texture belongs to.
  28502. * @returns the scene or null if undefined
  28503. */
  28504. getScene(): Nullable<Scene>;
  28505. /**
  28506. * Get the texture transform matrix used to offset tile the texture for istance.
  28507. * @returns the transformation matrix
  28508. */
  28509. getTextureMatrix(): Matrix;
  28510. /**
  28511. * Get the texture reflection matrix used to rotate/transform the reflection.
  28512. * @returns the reflection matrix
  28513. */
  28514. getReflectionTextureMatrix(): Matrix;
  28515. /**
  28516. * Get the underlying lower level texture from Babylon.
  28517. * @returns the insternal texture
  28518. */
  28519. getInternalTexture(): Nullable<InternalTexture>;
  28520. /**
  28521. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28522. * @returns true if ready or not blocking
  28523. */
  28524. isReadyOrNotBlocking(): boolean;
  28525. /**
  28526. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28527. * @returns true if fully ready
  28528. */
  28529. isReady(): boolean;
  28530. private _cachedSize;
  28531. /**
  28532. * Get the size of the texture.
  28533. * @returns the texture size.
  28534. */
  28535. getSize(): ISize;
  28536. /**
  28537. * Get the base size of the texture.
  28538. * It can be different from the size if the texture has been resized for POT for instance
  28539. * @returns the base size
  28540. */
  28541. getBaseSize(): ISize;
  28542. /**
  28543. * Update the sampling mode of the texture.
  28544. * Default is Trilinear mode.
  28545. *
  28546. * | Value | Type | Description |
  28547. * | ----- | ------------------ | ----------- |
  28548. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28549. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28550. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28551. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28552. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28553. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28554. * | 7 | NEAREST_LINEAR | |
  28555. * | 8 | NEAREST_NEAREST | |
  28556. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28557. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28558. * | 11 | LINEAR_LINEAR | |
  28559. * | 12 | LINEAR_NEAREST | |
  28560. *
  28561. * > _mag_: magnification filter (close to the viewer)
  28562. * > _min_: minification filter (far from the viewer)
  28563. * > _mip_: filter used between mip map levels
  28564. *@param samplingMode Define the new sampling mode of the texture
  28565. */
  28566. updateSamplingMode(samplingMode: number): void;
  28567. /**
  28568. * Scales the texture if is `canRescale()`
  28569. * @param ratio the resize factor we want to use to rescale
  28570. */
  28571. scale(ratio: number): void;
  28572. /**
  28573. * Get if the texture can rescale.
  28574. */
  28575. readonly canRescale: boolean;
  28576. /** @hidden */
  28577. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28578. /** @hidden */
  28579. _rebuild(): void;
  28580. /**
  28581. * Triggers the load sequence in delayed load mode.
  28582. */
  28583. delayLoad(): void;
  28584. /**
  28585. * Clones the texture.
  28586. * @returns the cloned texture
  28587. */
  28588. clone(): Nullable<BaseTexture>;
  28589. /**
  28590. * Get the texture underlying type (INT, FLOAT...)
  28591. */
  28592. readonly textureType: number;
  28593. /**
  28594. * Get the texture underlying format (RGB, RGBA...)
  28595. */
  28596. readonly textureFormat: number;
  28597. /**
  28598. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28599. * This will returns an RGBA array buffer containing either in values (0-255) or
  28600. * float values (0-1) depending of the underlying buffer type.
  28601. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28602. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28603. * @param buffer defines a user defined buffer to fill with data (can be null)
  28604. * @returns The Array buffer containing the pixels data.
  28605. */
  28606. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28607. /**
  28608. * Release and destroy the underlying lower level texture aka internalTexture.
  28609. */
  28610. releaseInternalTexture(): void;
  28611. /**
  28612. * Get the polynomial representation of the texture data.
  28613. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28614. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28615. */
  28616. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28617. /** @hidden */
  28618. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28619. /** @hidden */
  28620. readonly _lodTextureMid: Nullable<BaseTexture>;
  28621. /** @hidden */
  28622. readonly _lodTextureLow: Nullable<BaseTexture>;
  28623. /**
  28624. * Dispose the texture and release its associated resources.
  28625. */
  28626. dispose(): void;
  28627. /**
  28628. * Serialize the texture into a JSON representation that can be parsed later on.
  28629. * @returns the JSON representation of the texture
  28630. */
  28631. serialize(): any;
  28632. /**
  28633. * Helper function to be called back once a list of texture contains only ready textures.
  28634. * @param textures Define the list of textures to wait for
  28635. * @param callback Define the callback triggered once the entire list will be ready
  28636. */
  28637. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28638. }
  28639. }
  28640. declare module "babylonjs/Materials/Textures/internalTexture" {
  28641. import { Observable } from "babylonjs/Misc/observable";
  28642. import { Nullable, int } from "babylonjs/types";
  28643. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28644. import { Engine } from "babylonjs/Engines/engine";
  28645. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28646. /**
  28647. * Class used to store data associated with WebGL texture data for the engine
  28648. * This class should not be used directly
  28649. */
  28650. export class InternalTexture {
  28651. /** @hidden */
  28652. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28653. /**
  28654. * The source of the texture data is unknown
  28655. */
  28656. static DATASOURCE_UNKNOWN: number;
  28657. /**
  28658. * Texture data comes from an URL
  28659. */
  28660. static DATASOURCE_URL: number;
  28661. /**
  28662. * Texture data is only used for temporary storage
  28663. */
  28664. static DATASOURCE_TEMP: number;
  28665. /**
  28666. * Texture data comes from raw data (ArrayBuffer)
  28667. */
  28668. static DATASOURCE_RAW: number;
  28669. /**
  28670. * Texture content is dynamic (video or dynamic texture)
  28671. */
  28672. static DATASOURCE_DYNAMIC: number;
  28673. /**
  28674. * Texture content is generated by rendering to it
  28675. */
  28676. static DATASOURCE_RENDERTARGET: number;
  28677. /**
  28678. * Texture content is part of a multi render target process
  28679. */
  28680. static DATASOURCE_MULTIRENDERTARGET: number;
  28681. /**
  28682. * Texture data comes from a cube data file
  28683. */
  28684. static DATASOURCE_CUBE: number;
  28685. /**
  28686. * Texture data comes from a raw cube data
  28687. */
  28688. static DATASOURCE_CUBERAW: number;
  28689. /**
  28690. * Texture data come from a prefiltered cube data file
  28691. */
  28692. static DATASOURCE_CUBEPREFILTERED: number;
  28693. /**
  28694. * Texture content is raw 3D data
  28695. */
  28696. static DATASOURCE_RAW3D: number;
  28697. /**
  28698. * Texture content is a depth texture
  28699. */
  28700. static DATASOURCE_DEPTHTEXTURE: number;
  28701. /**
  28702. * Texture data comes from a raw cube data encoded with RGBD
  28703. */
  28704. static DATASOURCE_CUBERAW_RGBD: number;
  28705. /**
  28706. * Defines if the texture is ready
  28707. */
  28708. isReady: boolean;
  28709. /**
  28710. * Defines if the texture is a cube texture
  28711. */
  28712. isCube: boolean;
  28713. /**
  28714. * Defines if the texture contains 3D data
  28715. */
  28716. is3D: boolean;
  28717. /**
  28718. * Defines if the texture contains multiview data
  28719. */
  28720. isMultiview: boolean;
  28721. /**
  28722. * Gets the URL used to load this texture
  28723. */
  28724. url: string;
  28725. /**
  28726. * Gets the sampling mode of the texture
  28727. */
  28728. samplingMode: number;
  28729. /**
  28730. * Gets a boolean indicating if the texture needs mipmaps generation
  28731. */
  28732. generateMipMaps: boolean;
  28733. /**
  28734. * Gets the number of samples used by the texture (WebGL2+ only)
  28735. */
  28736. samples: number;
  28737. /**
  28738. * Gets the type of the texture (int, float...)
  28739. */
  28740. type: number;
  28741. /**
  28742. * Gets the format of the texture (RGB, RGBA...)
  28743. */
  28744. format: number;
  28745. /**
  28746. * Observable called when the texture is loaded
  28747. */
  28748. onLoadedObservable: Observable<InternalTexture>;
  28749. /**
  28750. * Gets the width of the texture
  28751. */
  28752. width: number;
  28753. /**
  28754. * Gets the height of the texture
  28755. */
  28756. height: number;
  28757. /**
  28758. * Gets the depth of the texture
  28759. */
  28760. depth: number;
  28761. /**
  28762. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28763. */
  28764. baseWidth: number;
  28765. /**
  28766. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28767. */
  28768. baseHeight: number;
  28769. /**
  28770. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28771. */
  28772. baseDepth: number;
  28773. /**
  28774. * Gets a boolean indicating if the texture is inverted on Y axis
  28775. */
  28776. invertY: boolean;
  28777. /** @hidden */
  28778. _invertVScale: boolean;
  28779. /** @hidden */
  28780. _associatedChannel: number;
  28781. /** @hidden */
  28782. _dataSource: number;
  28783. /** @hidden */
  28784. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28785. /** @hidden */
  28786. _bufferView: Nullable<ArrayBufferView>;
  28787. /** @hidden */
  28788. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28789. /** @hidden */
  28790. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28791. /** @hidden */
  28792. _size: number;
  28793. /** @hidden */
  28794. _extension: string;
  28795. /** @hidden */
  28796. _files: Nullable<string[]>;
  28797. /** @hidden */
  28798. _workingCanvas: Nullable<HTMLCanvasElement>;
  28799. /** @hidden */
  28800. _workingContext: Nullable<CanvasRenderingContext2D>;
  28801. /** @hidden */
  28802. _framebuffer: Nullable<WebGLFramebuffer>;
  28803. /** @hidden */
  28804. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28805. /** @hidden */
  28806. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28807. /** @hidden */
  28808. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28809. /** @hidden */
  28810. _attachments: Nullable<number[]>;
  28811. /** @hidden */
  28812. _cachedCoordinatesMode: Nullable<number>;
  28813. /** @hidden */
  28814. _cachedWrapU: Nullable<number>;
  28815. /** @hidden */
  28816. _cachedWrapV: Nullable<number>;
  28817. /** @hidden */
  28818. _cachedWrapR: Nullable<number>;
  28819. /** @hidden */
  28820. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28821. /** @hidden */
  28822. _isDisabled: boolean;
  28823. /** @hidden */
  28824. _compression: Nullable<string>;
  28825. /** @hidden */
  28826. _generateStencilBuffer: boolean;
  28827. /** @hidden */
  28828. _generateDepthBuffer: boolean;
  28829. /** @hidden */
  28830. _comparisonFunction: number;
  28831. /** @hidden */
  28832. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28833. /** @hidden */
  28834. _lodGenerationScale: number;
  28835. /** @hidden */
  28836. _lodGenerationOffset: number;
  28837. /** @hidden */
  28838. _colorTextureArray: Nullable<WebGLTexture>;
  28839. /** @hidden */
  28840. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28841. /** @hidden */
  28842. _lodTextureHigh: Nullable<BaseTexture>;
  28843. /** @hidden */
  28844. _lodTextureMid: Nullable<BaseTexture>;
  28845. /** @hidden */
  28846. _lodTextureLow: Nullable<BaseTexture>;
  28847. /** @hidden */
  28848. _isRGBD: boolean;
  28849. /** @hidden */
  28850. _linearSpecularLOD: boolean;
  28851. /** @hidden */
  28852. _irradianceTexture: Nullable<BaseTexture>;
  28853. /** @hidden */
  28854. _webGLTexture: Nullable<WebGLTexture>;
  28855. /** @hidden */
  28856. _references: number;
  28857. private _engine;
  28858. /**
  28859. * Gets the Engine the texture belongs to.
  28860. * @returns The babylon engine
  28861. */
  28862. getEngine(): Engine;
  28863. /**
  28864. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28865. */
  28866. readonly dataSource: number;
  28867. /**
  28868. * Creates a new InternalTexture
  28869. * @param engine defines the engine to use
  28870. * @param dataSource defines the type of data that will be used
  28871. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28872. */
  28873. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28874. /**
  28875. * Increments the number of references (ie. the number of Texture that point to it)
  28876. */
  28877. incrementReferences(): void;
  28878. /**
  28879. * Change the size of the texture (not the size of the content)
  28880. * @param width defines the new width
  28881. * @param height defines the new height
  28882. * @param depth defines the new depth (1 by default)
  28883. */
  28884. updateSize(width: int, height: int, depth?: int): void;
  28885. /** @hidden */
  28886. _rebuild(): void;
  28887. /** @hidden */
  28888. _swapAndDie(target: InternalTexture): void;
  28889. /**
  28890. * Dispose the current allocated resources
  28891. */
  28892. dispose(): void;
  28893. }
  28894. }
  28895. declare module "babylonjs/Materials/effect" {
  28896. import { Observable } from "babylonjs/Misc/observable";
  28897. import { Nullable } from "babylonjs/types";
  28898. import { IDisposable } from "babylonjs/scene";
  28899. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28900. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28901. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28902. import { Engine } from "babylonjs/Engines/engine";
  28903. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28904. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28905. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28906. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28907. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28908. /**
  28909. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28910. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28911. */
  28912. export class EffectFallbacks {
  28913. private _defines;
  28914. private _currentRank;
  28915. private _maxRank;
  28916. private _mesh;
  28917. /**
  28918. * Removes the fallback from the bound mesh.
  28919. */
  28920. unBindMesh(): void;
  28921. /**
  28922. * Adds a fallback on the specified property.
  28923. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28924. * @param define The name of the define in the shader
  28925. */
  28926. addFallback(rank: number, define: string): void;
  28927. /**
  28928. * Sets the mesh to use CPU skinning when needing to fallback.
  28929. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28930. * @param mesh The mesh to use the fallbacks.
  28931. */
  28932. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28933. /**
  28934. * Checks to see if more fallbacks are still availible.
  28935. */
  28936. readonly isMoreFallbacks: boolean;
  28937. /**
  28938. * Removes the defines that should be removed when falling back.
  28939. * @param currentDefines defines the current define statements for the shader.
  28940. * @param effect defines the current effect we try to compile
  28941. * @returns The resulting defines with defines of the current rank removed.
  28942. */
  28943. reduce(currentDefines: string, effect: Effect): string;
  28944. }
  28945. /**
  28946. * Options to be used when creating an effect.
  28947. */
  28948. export class EffectCreationOptions {
  28949. /**
  28950. * Atrributes that will be used in the shader.
  28951. */
  28952. attributes: string[];
  28953. /**
  28954. * Uniform varible names that will be set in the shader.
  28955. */
  28956. uniformsNames: string[];
  28957. /**
  28958. * Uniform buffer varible names that will be set in the shader.
  28959. */
  28960. uniformBuffersNames: string[];
  28961. /**
  28962. * Sampler texture variable names that will be set in the shader.
  28963. */
  28964. samplers: string[];
  28965. /**
  28966. * Define statements that will be set in the shader.
  28967. */
  28968. defines: any;
  28969. /**
  28970. * Possible fallbacks for this effect to improve performance when needed.
  28971. */
  28972. fallbacks: Nullable<EffectFallbacks>;
  28973. /**
  28974. * Callback that will be called when the shader is compiled.
  28975. */
  28976. onCompiled: Nullable<(effect: Effect) => void>;
  28977. /**
  28978. * Callback that will be called if an error occurs during shader compilation.
  28979. */
  28980. onError: Nullable<(effect: Effect, errors: string) => void>;
  28981. /**
  28982. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28983. */
  28984. indexParameters: any;
  28985. /**
  28986. * Max number of lights that can be used in the shader.
  28987. */
  28988. maxSimultaneousLights: number;
  28989. /**
  28990. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28991. */
  28992. transformFeedbackVaryings: Nullable<string[]>;
  28993. }
  28994. /**
  28995. * Effect containing vertex and fragment shader that can be executed on an object.
  28996. */
  28997. export class Effect implements IDisposable {
  28998. /**
  28999. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29000. */
  29001. static ShadersRepository: string;
  29002. /**
  29003. * Name of the effect.
  29004. */
  29005. name: any;
  29006. /**
  29007. * String container all the define statements that should be set on the shader.
  29008. */
  29009. defines: string;
  29010. /**
  29011. * Callback that will be called when the shader is compiled.
  29012. */
  29013. onCompiled: Nullable<(effect: Effect) => void>;
  29014. /**
  29015. * Callback that will be called if an error occurs during shader compilation.
  29016. */
  29017. onError: Nullable<(effect: Effect, errors: string) => void>;
  29018. /**
  29019. * Callback that will be called when effect is bound.
  29020. */
  29021. onBind: Nullable<(effect: Effect) => void>;
  29022. /**
  29023. * Unique ID of the effect.
  29024. */
  29025. uniqueId: number;
  29026. /**
  29027. * Observable that will be called when the shader is compiled.
  29028. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29029. */
  29030. onCompileObservable: Observable<Effect>;
  29031. /**
  29032. * Observable that will be called if an error occurs during shader compilation.
  29033. */
  29034. onErrorObservable: Observable<Effect>;
  29035. /** @hidden */
  29036. _onBindObservable: Nullable<Observable<Effect>>;
  29037. /**
  29038. * Observable that will be called when effect is bound.
  29039. */
  29040. readonly onBindObservable: Observable<Effect>;
  29041. /** @hidden */
  29042. _bonesComputationForcedToCPU: boolean;
  29043. private static _uniqueIdSeed;
  29044. private _engine;
  29045. private _uniformBuffersNames;
  29046. private _uniformsNames;
  29047. private _samplerList;
  29048. private _samplers;
  29049. private _isReady;
  29050. private _compilationError;
  29051. private _attributesNames;
  29052. private _attributes;
  29053. private _uniforms;
  29054. /**
  29055. * Key for the effect.
  29056. * @hidden
  29057. */
  29058. _key: string;
  29059. private _indexParameters;
  29060. private _fallbacks;
  29061. private _vertexSourceCode;
  29062. private _fragmentSourceCode;
  29063. private _vertexSourceCodeOverride;
  29064. private _fragmentSourceCodeOverride;
  29065. private _transformFeedbackVaryings;
  29066. /**
  29067. * Compiled shader to webGL program.
  29068. * @hidden
  29069. */
  29070. _pipelineContext: Nullable<IPipelineContext>;
  29071. private _valueCache;
  29072. private static _baseCache;
  29073. /**
  29074. * Instantiates an effect.
  29075. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29076. * @param baseName Name of the effect.
  29077. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29078. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29079. * @param samplers List of sampler variables that will be passed to the shader.
  29080. * @param engine Engine to be used to render the effect
  29081. * @param defines Define statements to be added to the shader.
  29082. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29083. * @param onCompiled Callback that will be called when the shader is compiled.
  29084. * @param onError Callback that will be called if an error occurs during shader compilation.
  29085. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29086. */
  29087. 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);
  29088. private _useFinalCode;
  29089. /**
  29090. * Unique key for this effect
  29091. */
  29092. readonly key: string;
  29093. /**
  29094. * If the effect has been compiled and prepared.
  29095. * @returns if the effect is compiled and prepared.
  29096. */
  29097. isReady(): boolean;
  29098. /**
  29099. * The engine the effect was initialized with.
  29100. * @returns the engine.
  29101. */
  29102. getEngine(): Engine;
  29103. /**
  29104. * The pipeline context for this effect
  29105. * @returns the associated pipeline context
  29106. */
  29107. getPipelineContext(): Nullable<IPipelineContext>;
  29108. /**
  29109. * The set of names of attribute variables for the shader.
  29110. * @returns An array of attribute names.
  29111. */
  29112. getAttributesNames(): string[];
  29113. /**
  29114. * Returns the attribute at the given index.
  29115. * @param index The index of the attribute.
  29116. * @returns The location of the attribute.
  29117. */
  29118. getAttributeLocation(index: number): number;
  29119. /**
  29120. * Returns the attribute based on the name of the variable.
  29121. * @param name of the attribute to look up.
  29122. * @returns the attribute location.
  29123. */
  29124. getAttributeLocationByName(name: string): number;
  29125. /**
  29126. * The number of attributes.
  29127. * @returns the numnber of attributes.
  29128. */
  29129. getAttributesCount(): number;
  29130. /**
  29131. * Gets the index of a uniform variable.
  29132. * @param uniformName of the uniform to look up.
  29133. * @returns the index.
  29134. */
  29135. getUniformIndex(uniformName: string): number;
  29136. /**
  29137. * Returns the attribute based on the name of the variable.
  29138. * @param uniformName of the uniform to look up.
  29139. * @returns the location of the uniform.
  29140. */
  29141. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29142. /**
  29143. * Returns an array of sampler variable names
  29144. * @returns The array of sampler variable neames.
  29145. */
  29146. getSamplers(): string[];
  29147. /**
  29148. * The error from the last compilation.
  29149. * @returns the error string.
  29150. */
  29151. getCompilationError(): string;
  29152. /**
  29153. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29154. * @param func The callback to be used.
  29155. */
  29156. executeWhenCompiled(func: (effect: Effect) => void): void;
  29157. private _checkIsReady;
  29158. /** @hidden */
  29159. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29160. /** @hidden */
  29161. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29162. /** @hidden */
  29163. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29164. /**
  29165. * Recompiles the webGL program
  29166. * @param vertexSourceCode The source code for the vertex shader.
  29167. * @param fragmentSourceCode The source code for the fragment shader.
  29168. * @param onCompiled Callback called when completed.
  29169. * @param onError Callback called on error.
  29170. * @hidden
  29171. */
  29172. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29173. /**
  29174. * Prepares the effect
  29175. * @hidden
  29176. */
  29177. _prepareEffect(): void;
  29178. /**
  29179. * Checks if the effect is supported. (Must be called after compilation)
  29180. */
  29181. readonly isSupported: boolean;
  29182. /**
  29183. * Binds a texture to the engine to be used as output of the shader.
  29184. * @param channel Name of the output variable.
  29185. * @param texture Texture to bind.
  29186. * @hidden
  29187. */
  29188. _bindTexture(channel: string, texture: InternalTexture): void;
  29189. /**
  29190. * Sets a texture on the engine to be used in the shader.
  29191. * @param channel Name of the sampler variable.
  29192. * @param texture Texture to set.
  29193. */
  29194. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29195. /**
  29196. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29197. * @param channel Name of the sampler variable.
  29198. * @param texture Texture to set.
  29199. */
  29200. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29201. /**
  29202. * Sets an array of textures on the engine to be used in the shader.
  29203. * @param channel Name of the variable.
  29204. * @param textures Textures to set.
  29205. */
  29206. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29207. /**
  29208. * 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)
  29209. * @param channel Name of the sampler variable.
  29210. * @param postProcess Post process to get the input texture from.
  29211. */
  29212. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29213. /**
  29214. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29215. * 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)
  29216. * @param channel Name of the sampler variable.
  29217. * @param postProcess Post process to get the output texture from.
  29218. */
  29219. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29220. /** @hidden */
  29221. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29222. /** @hidden */
  29223. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29224. /** @hidden */
  29225. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29226. /** @hidden */
  29227. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29228. /**
  29229. * Binds a buffer to a uniform.
  29230. * @param buffer Buffer to bind.
  29231. * @param name Name of the uniform variable to bind to.
  29232. */
  29233. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29234. /**
  29235. * Binds block to a uniform.
  29236. * @param blockName Name of the block to bind.
  29237. * @param index Index to bind.
  29238. */
  29239. bindUniformBlock(blockName: string, index: number): void;
  29240. /**
  29241. * Sets an interger value on a uniform variable.
  29242. * @param uniformName Name of the variable.
  29243. * @param value Value to be set.
  29244. * @returns this effect.
  29245. */
  29246. setInt(uniformName: string, value: number): Effect;
  29247. /**
  29248. * Sets an int array on a uniform variable.
  29249. * @param uniformName Name of the variable.
  29250. * @param array array to be set.
  29251. * @returns this effect.
  29252. */
  29253. setIntArray(uniformName: string, array: Int32Array): Effect;
  29254. /**
  29255. * 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)
  29256. * @param uniformName Name of the variable.
  29257. * @param array array to be set.
  29258. * @returns this effect.
  29259. */
  29260. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29261. /**
  29262. * 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)
  29263. * @param uniformName Name of the variable.
  29264. * @param array array to be set.
  29265. * @returns this effect.
  29266. */
  29267. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29268. /**
  29269. * 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)
  29270. * @param uniformName Name of the variable.
  29271. * @param array array to be set.
  29272. * @returns this effect.
  29273. */
  29274. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29275. /**
  29276. * Sets an float array on a uniform variable.
  29277. * @param uniformName Name of the variable.
  29278. * @param array array to be set.
  29279. * @returns this effect.
  29280. */
  29281. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29282. /**
  29283. * 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)
  29284. * @param uniformName Name of the variable.
  29285. * @param array array to be set.
  29286. * @returns this effect.
  29287. */
  29288. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29289. /**
  29290. * 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)
  29291. * @param uniformName Name of the variable.
  29292. * @param array array to be set.
  29293. * @returns this effect.
  29294. */
  29295. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29296. /**
  29297. * 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)
  29298. * @param uniformName Name of the variable.
  29299. * @param array array to be set.
  29300. * @returns this effect.
  29301. */
  29302. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29303. /**
  29304. * Sets an array on a uniform variable.
  29305. * @param uniformName Name of the variable.
  29306. * @param array array to be set.
  29307. * @returns this effect.
  29308. */
  29309. setArray(uniformName: string, array: number[]): Effect;
  29310. /**
  29311. * 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)
  29312. * @param uniformName Name of the variable.
  29313. * @param array array to be set.
  29314. * @returns this effect.
  29315. */
  29316. setArray2(uniformName: string, array: number[]): Effect;
  29317. /**
  29318. * 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)
  29319. * @param uniformName Name of the variable.
  29320. * @param array array to be set.
  29321. * @returns this effect.
  29322. */
  29323. setArray3(uniformName: string, array: number[]): Effect;
  29324. /**
  29325. * 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)
  29326. * @param uniformName Name of the variable.
  29327. * @param array array to be set.
  29328. * @returns this effect.
  29329. */
  29330. setArray4(uniformName: string, array: number[]): Effect;
  29331. /**
  29332. * Sets matrices on a uniform variable.
  29333. * @param uniformName Name of the variable.
  29334. * @param matrices matrices to be set.
  29335. * @returns this effect.
  29336. */
  29337. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29338. /**
  29339. * Sets matrix on a uniform variable.
  29340. * @param uniformName Name of the variable.
  29341. * @param matrix matrix to be set.
  29342. * @returns this effect.
  29343. */
  29344. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29345. /**
  29346. * 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)
  29347. * @param uniformName Name of the variable.
  29348. * @param matrix matrix to be set.
  29349. * @returns this effect.
  29350. */
  29351. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29352. /**
  29353. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29354. * @param uniformName Name of the variable.
  29355. * @param matrix matrix to be set.
  29356. * @returns this effect.
  29357. */
  29358. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29359. /**
  29360. * Sets a float on a uniform variable.
  29361. * @param uniformName Name of the variable.
  29362. * @param value value to be set.
  29363. * @returns this effect.
  29364. */
  29365. setFloat(uniformName: string, value: number): Effect;
  29366. /**
  29367. * Sets a boolean on a uniform variable.
  29368. * @param uniformName Name of the variable.
  29369. * @param bool value to be set.
  29370. * @returns this effect.
  29371. */
  29372. setBool(uniformName: string, bool: boolean): Effect;
  29373. /**
  29374. * Sets a Vector2 on a uniform variable.
  29375. * @param uniformName Name of the variable.
  29376. * @param vector2 vector2 to be set.
  29377. * @returns this effect.
  29378. */
  29379. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29380. /**
  29381. * Sets a float2 on a uniform variable.
  29382. * @param uniformName Name of the variable.
  29383. * @param x First float in float2.
  29384. * @param y Second float in float2.
  29385. * @returns this effect.
  29386. */
  29387. setFloat2(uniformName: string, x: number, y: number): Effect;
  29388. /**
  29389. * Sets a Vector3 on a uniform variable.
  29390. * @param uniformName Name of the variable.
  29391. * @param vector3 Value to be set.
  29392. * @returns this effect.
  29393. */
  29394. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29395. /**
  29396. * Sets a float3 on a uniform variable.
  29397. * @param uniformName Name of the variable.
  29398. * @param x First float in float3.
  29399. * @param y Second float in float3.
  29400. * @param z Third float in float3.
  29401. * @returns this effect.
  29402. */
  29403. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29404. /**
  29405. * Sets a Vector4 on a uniform variable.
  29406. * @param uniformName Name of the variable.
  29407. * @param vector4 Value to be set.
  29408. * @returns this effect.
  29409. */
  29410. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29411. /**
  29412. * Sets a float4 on a uniform variable.
  29413. * @param uniformName Name of the variable.
  29414. * @param x First float in float4.
  29415. * @param y Second float in float4.
  29416. * @param z Third float in float4.
  29417. * @param w Fourth float in float4.
  29418. * @returns this effect.
  29419. */
  29420. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29421. /**
  29422. * Sets a Color3 on a uniform variable.
  29423. * @param uniformName Name of the variable.
  29424. * @param color3 Value to be set.
  29425. * @returns this effect.
  29426. */
  29427. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29428. /**
  29429. * Sets a Color4 on a uniform variable.
  29430. * @param uniformName Name of the variable.
  29431. * @param color3 Value to be set.
  29432. * @param alpha Alpha value to be set.
  29433. * @returns this effect.
  29434. */
  29435. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29436. /**
  29437. * Sets a Color4 on a uniform variable
  29438. * @param uniformName defines the name of the variable
  29439. * @param color4 defines the value to be set
  29440. * @returns this effect.
  29441. */
  29442. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29443. /** Release all associated resources */
  29444. dispose(): void;
  29445. /**
  29446. * This function will add a new shader to the shader store
  29447. * @param name the name of the shader
  29448. * @param pixelShader optional pixel shader content
  29449. * @param vertexShader optional vertex shader content
  29450. */
  29451. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29452. /**
  29453. * Store of each shader (The can be looked up using effect.key)
  29454. */
  29455. static ShadersStore: {
  29456. [key: string]: string;
  29457. };
  29458. /**
  29459. * Store of each included file for a shader (The can be looked up using effect.key)
  29460. */
  29461. static IncludesShadersStore: {
  29462. [key: string]: string;
  29463. };
  29464. /**
  29465. * Resets the cache of effects.
  29466. */
  29467. static ResetCache(): void;
  29468. }
  29469. }
  29470. declare module "babylonjs/Materials/uniformBuffer" {
  29471. import { Nullable, FloatArray } from "babylonjs/types";
  29472. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29473. import { Engine } from "babylonjs/Engines/engine";
  29474. import { Effect } from "babylonjs/Materials/effect";
  29475. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29476. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29477. import { Color3 } from "babylonjs/Maths/math.color";
  29478. /**
  29479. * Uniform buffer objects.
  29480. *
  29481. * Handles blocks of uniform on the GPU.
  29482. *
  29483. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29484. *
  29485. * For more information, please refer to :
  29486. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29487. */
  29488. export class UniformBuffer {
  29489. private _engine;
  29490. private _buffer;
  29491. private _data;
  29492. private _bufferData;
  29493. private _dynamic?;
  29494. private _uniformLocations;
  29495. private _uniformSizes;
  29496. private _uniformLocationPointer;
  29497. private _needSync;
  29498. private _noUBO;
  29499. private _currentEffect;
  29500. private static _MAX_UNIFORM_SIZE;
  29501. private static _tempBuffer;
  29502. /**
  29503. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29504. * This is dynamic to allow compat with webgl 1 and 2.
  29505. * You will need to pass the name of the uniform as well as the value.
  29506. */
  29507. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29508. /**
  29509. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29510. * This is dynamic to allow compat with webgl 1 and 2.
  29511. * You will need to pass the name of the uniform as well as the value.
  29512. */
  29513. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29514. /**
  29515. * Lambda to Update a single float in a uniform buffer.
  29516. * This is dynamic to allow compat with webgl 1 and 2.
  29517. * You will need to pass the name of the uniform as well as the value.
  29518. */
  29519. updateFloat: (name: string, x: number) => void;
  29520. /**
  29521. * Lambda to Update a vec2 of float in a uniform buffer.
  29522. * This is dynamic to allow compat with webgl 1 and 2.
  29523. * You will need to pass the name of the uniform as well as the value.
  29524. */
  29525. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29526. /**
  29527. * Lambda to Update a vec3 of float in a uniform buffer.
  29528. * This is dynamic to allow compat with webgl 1 and 2.
  29529. * You will need to pass the name of the uniform as well as the value.
  29530. */
  29531. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29532. /**
  29533. * Lambda to Update a vec4 of float in a uniform buffer.
  29534. * This is dynamic to allow compat with webgl 1 and 2.
  29535. * You will need to pass the name of the uniform as well as the value.
  29536. */
  29537. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29538. /**
  29539. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29540. * This is dynamic to allow compat with webgl 1 and 2.
  29541. * You will need to pass the name of the uniform as well as the value.
  29542. */
  29543. updateMatrix: (name: string, mat: Matrix) => void;
  29544. /**
  29545. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29546. * This is dynamic to allow compat with webgl 1 and 2.
  29547. * You will need to pass the name of the uniform as well as the value.
  29548. */
  29549. updateVector3: (name: string, vector: Vector3) => void;
  29550. /**
  29551. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29552. * This is dynamic to allow compat with webgl 1 and 2.
  29553. * You will need to pass the name of the uniform as well as the value.
  29554. */
  29555. updateVector4: (name: string, vector: Vector4) => void;
  29556. /**
  29557. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29558. * This is dynamic to allow compat with webgl 1 and 2.
  29559. * You will need to pass the name of the uniform as well as the value.
  29560. */
  29561. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29562. /**
  29563. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29564. * This is dynamic to allow compat with webgl 1 and 2.
  29565. * You will need to pass the name of the uniform as well as the value.
  29566. */
  29567. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29568. /**
  29569. * Instantiates a new Uniform buffer objects.
  29570. *
  29571. * Handles blocks of uniform on the GPU.
  29572. *
  29573. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29574. *
  29575. * For more information, please refer to :
  29576. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29577. * @param engine Define the engine the buffer is associated with
  29578. * @param data Define the data contained in the buffer
  29579. * @param dynamic Define if the buffer is updatable
  29580. */
  29581. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29582. /**
  29583. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29584. * or just falling back on setUniformXXX calls.
  29585. */
  29586. readonly useUbo: boolean;
  29587. /**
  29588. * Indicates if the WebGL underlying uniform buffer is in sync
  29589. * with the javascript cache data.
  29590. */
  29591. readonly isSync: boolean;
  29592. /**
  29593. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29594. * Also, a dynamic UniformBuffer will disable cache verification and always
  29595. * update the underlying WebGL uniform buffer to the GPU.
  29596. * @returns if Dynamic, otherwise false
  29597. */
  29598. isDynamic(): boolean;
  29599. /**
  29600. * The data cache on JS side.
  29601. * @returns the underlying data as a float array
  29602. */
  29603. getData(): Float32Array;
  29604. /**
  29605. * The underlying WebGL Uniform buffer.
  29606. * @returns the webgl buffer
  29607. */
  29608. getBuffer(): Nullable<DataBuffer>;
  29609. /**
  29610. * std140 layout specifies how to align data within an UBO structure.
  29611. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29612. * for specs.
  29613. */
  29614. private _fillAlignment;
  29615. /**
  29616. * Adds an uniform in the buffer.
  29617. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29618. * for the layout to be correct !
  29619. * @param name Name of the uniform, as used in the uniform block in the shader.
  29620. * @param size Data size, or data directly.
  29621. */
  29622. addUniform(name: string, size: number | number[]): void;
  29623. /**
  29624. * Adds a Matrix 4x4 to the uniform buffer.
  29625. * @param name Name of the uniform, as used in the uniform block in the shader.
  29626. * @param mat A 4x4 matrix.
  29627. */
  29628. addMatrix(name: string, mat: Matrix): void;
  29629. /**
  29630. * Adds a vec2 to the uniform buffer.
  29631. * @param name Name of the uniform, as used in the uniform block in the shader.
  29632. * @param x Define the x component value of the vec2
  29633. * @param y Define the y component value of the vec2
  29634. */
  29635. addFloat2(name: string, x: number, y: number): void;
  29636. /**
  29637. * Adds a vec3 to the uniform buffer.
  29638. * @param name Name of the uniform, as used in the uniform block in the shader.
  29639. * @param x Define the x component value of the vec3
  29640. * @param y Define the y component value of the vec3
  29641. * @param z Define the z component value of the vec3
  29642. */
  29643. addFloat3(name: string, x: number, y: number, z: number): void;
  29644. /**
  29645. * Adds a vec3 to the uniform buffer.
  29646. * @param name Name of the uniform, as used in the uniform block in the shader.
  29647. * @param color Define the vec3 from a Color
  29648. */
  29649. addColor3(name: string, color: Color3): void;
  29650. /**
  29651. * Adds a vec4 to the uniform buffer.
  29652. * @param name Name of the uniform, as used in the uniform block in the shader.
  29653. * @param color Define the rgb components from a Color
  29654. * @param alpha Define the a component of the vec4
  29655. */
  29656. addColor4(name: string, color: Color3, alpha: number): void;
  29657. /**
  29658. * Adds a vec3 to the uniform buffer.
  29659. * @param name Name of the uniform, as used in the uniform block in the shader.
  29660. * @param vector Define the vec3 components from a Vector
  29661. */
  29662. addVector3(name: string, vector: Vector3): void;
  29663. /**
  29664. * Adds a Matrix 3x3 to the uniform buffer.
  29665. * @param name Name of the uniform, as used in the uniform block in the shader.
  29666. */
  29667. addMatrix3x3(name: string): void;
  29668. /**
  29669. * Adds a Matrix 2x2 to the uniform buffer.
  29670. * @param name Name of the uniform, as used in the uniform block in the shader.
  29671. */
  29672. addMatrix2x2(name: string): void;
  29673. /**
  29674. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29675. */
  29676. create(): void;
  29677. /** @hidden */
  29678. _rebuild(): void;
  29679. /**
  29680. * Updates the WebGL Uniform Buffer on the GPU.
  29681. * If the `dynamic` flag is set to true, no cache comparison is done.
  29682. * Otherwise, the buffer will be updated only if the cache differs.
  29683. */
  29684. update(): void;
  29685. /**
  29686. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29687. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29688. * @param data Define the flattened data
  29689. * @param size Define the size of the data.
  29690. */
  29691. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29692. private _updateMatrix3x3ForUniform;
  29693. private _updateMatrix3x3ForEffect;
  29694. private _updateMatrix2x2ForEffect;
  29695. private _updateMatrix2x2ForUniform;
  29696. private _updateFloatForEffect;
  29697. private _updateFloatForUniform;
  29698. private _updateFloat2ForEffect;
  29699. private _updateFloat2ForUniform;
  29700. private _updateFloat3ForEffect;
  29701. private _updateFloat3ForUniform;
  29702. private _updateFloat4ForEffect;
  29703. private _updateFloat4ForUniform;
  29704. private _updateMatrixForEffect;
  29705. private _updateMatrixForUniform;
  29706. private _updateVector3ForEffect;
  29707. private _updateVector3ForUniform;
  29708. private _updateVector4ForEffect;
  29709. private _updateVector4ForUniform;
  29710. private _updateColor3ForEffect;
  29711. private _updateColor3ForUniform;
  29712. private _updateColor4ForEffect;
  29713. private _updateColor4ForUniform;
  29714. /**
  29715. * Sets a sampler uniform on the effect.
  29716. * @param name Define the name of the sampler.
  29717. * @param texture Define the texture to set in the sampler
  29718. */
  29719. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29720. /**
  29721. * Directly updates the value of the uniform in the cache AND on the GPU.
  29722. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29723. * @param data Define the flattened data
  29724. */
  29725. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29726. /**
  29727. * Binds this uniform buffer to an effect.
  29728. * @param effect Define the effect to bind the buffer to
  29729. * @param name Name of the uniform block in the shader.
  29730. */
  29731. bindToEffect(effect: Effect, name: string): void;
  29732. /**
  29733. * Disposes the uniform buffer.
  29734. */
  29735. dispose(): void;
  29736. }
  29737. }
  29738. declare module "babylonjs/Audio/analyser" {
  29739. import { Scene } from "babylonjs/scene";
  29740. /**
  29741. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29742. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29743. */
  29744. export class Analyser {
  29745. /**
  29746. * Gets or sets the smoothing
  29747. * @ignorenaming
  29748. */
  29749. SMOOTHING: number;
  29750. /**
  29751. * Gets or sets the FFT table size
  29752. * @ignorenaming
  29753. */
  29754. FFT_SIZE: number;
  29755. /**
  29756. * Gets or sets the bar graph amplitude
  29757. * @ignorenaming
  29758. */
  29759. BARGRAPHAMPLITUDE: number;
  29760. /**
  29761. * Gets or sets the position of the debug canvas
  29762. * @ignorenaming
  29763. */
  29764. DEBUGCANVASPOS: {
  29765. x: number;
  29766. y: number;
  29767. };
  29768. /**
  29769. * Gets or sets the debug canvas size
  29770. * @ignorenaming
  29771. */
  29772. DEBUGCANVASSIZE: {
  29773. width: number;
  29774. height: number;
  29775. };
  29776. private _byteFreqs;
  29777. private _byteTime;
  29778. private _floatFreqs;
  29779. private _webAudioAnalyser;
  29780. private _debugCanvas;
  29781. private _debugCanvasContext;
  29782. private _scene;
  29783. private _registerFunc;
  29784. private _audioEngine;
  29785. /**
  29786. * Creates a new analyser
  29787. * @param scene defines hosting scene
  29788. */
  29789. constructor(scene: Scene);
  29790. /**
  29791. * Get the number of data values you will have to play with for the visualization
  29792. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29793. * @returns a number
  29794. */
  29795. getFrequencyBinCount(): number;
  29796. /**
  29797. * Gets the current frequency data as a byte array
  29798. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29799. * @returns a Uint8Array
  29800. */
  29801. getByteFrequencyData(): Uint8Array;
  29802. /**
  29803. * Gets the current waveform as a byte array
  29804. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29805. * @returns a Uint8Array
  29806. */
  29807. getByteTimeDomainData(): Uint8Array;
  29808. /**
  29809. * Gets the current frequency data as a float array
  29810. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29811. * @returns a Float32Array
  29812. */
  29813. getFloatFrequencyData(): Float32Array;
  29814. /**
  29815. * Renders the debug canvas
  29816. */
  29817. drawDebugCanvas(): void;
  29818. /**
  29819. * Stops rendering the debug canvas and removes it
  29820. */
  29821. stopDebugCanvas(): void;
  29822. /**
  29823. * Connects two audio nodes
  29824. * @param inputAudioNode defines first node to connect
  29825. * @param outputAudioNode defines second node to connect
  29826. */
  29827. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29828. /**
  29829. * Releases all associated resources
  29830. */
  29831. dispose(): void;
  29832. }
  29833. }
  29834. declare module "babylonjs/Audio/audioEngine" {
  29835. import { IDisposable } from "babylonjs/scene";
  29836. import { Analyser } from "babylonjs/Audio/analyser";
  29837. import { Nullable } from "babylonjs/types";
  29838. import { Observable } from "babylonjs/Misc/observable";
  29839. /**
  29840. * This represents an audio engine and it is responsible
  29841. * to play, synchronize and analyse sounds throughout the application.
  29842. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29843. */
  29844. export interface IAudioEngine extends IDisposable {
  29845. /**
  29846. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29847. */
  29848. readonly canUseWebAudio: boolean;
  29849. /**
  29850. * Gets the current AudioContext if available.
  29851. */
  29852. readonly audioContext: Nullable<AudioContext>;
  29853. /**
  29854. * The master gain node defines the global audio volume of your audio engine.
  29855. */
  29856. readonly masterGain: GainNode;
  29857. /**
  29858. * Gets whether or not mp3 are supported by your browser.
  29859. */
  29860. readonly isMP3supported: boolean;
  29861. /**
  29862. * Gets whether or not ogg are supported by your browser.
  29863. */
  29864. readonly isOGGsupported: boolean;
  29865. /**
  29866. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29867. * @ignoreNaming
  29868. */
  29869. WarnedWebAudioUnsupported: boolean;
  29870. /**
  29871. * Defines if the audio engine relies on a custom unlocked button.
  29872. * In this case, the embedded button will not be displayed.
  29873. */
  29874. useCustomUnlockedButton: boolean;
  29875. /**
  29876. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29877. */
  29878. readonly unlocked: boolean;
  29879. /**
  29880. * Event raised when audio has been unlocked on the browser.
  29881. */
  29882. onAudioUnlockedObservable: Observable<AudioEngine>;
  29883. /**
  29884. * Event raised when audio has been locked on the browser.
  29885. */
  29886. onAudioLockedObservable: Observable<AudioEngine>;
  29887. /**
  29888. * Flags the audio engine in Locked state.
  29889. * This happens due to new browser policies preventing audio to autoplay.
  29890. */
  29891. lock(): void;
  29892. /**
  29893. * Unlocks the audio engine once a user action has been done on the dom.
  29894. * This is helpful to resume play once browser policies have been satisfied.
  29895. */
  29896. unlock(): void;
  29897. }
  29898. /**
  29899. * This represents the default audio engine used in babylon.
  29900. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29901. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29902. */
  29903. export class AudioEngine implements IAudioEngine {
  29904. private _audioContext;
  29905. private _audioContextInitialized;
  29906. private _muteButton;
  29907. private _hostElement;
  29908. /**
  29909. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29910. */
  29911. canUseWebAudio: boolean;
  29912. /**
  29913. * The master gain node defines the global audio volume of your audio engine.
  29914. */
  29915. masterGain: GainNode;
  29916. /**
  29917. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29918. * @ignoreNaming
  29919. */
  29920. WarnedWebAudioUnsupported: boolean;
  29921. /**
  29922. * Gets whether or not mp3 are supported by your browser.
  29923. */
  29924. isMP3supported: boolean;
  29925. /**
  29926. * Gets whether or not ogg are supported by your browser.
  29927. */
  29928. isOGGsupported: boolean;
  29929. /**
  29930. * Gets whether audio has been unlocked on the device.
  29931. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29932. * a user interaction has happened.
  29933. */
  29934. unlocked: boolean;
  29935. /**
  29936. * Defines if the audio engine relies on a custom unlocked button.
  29937. * In this case, the embedded button will not be displayed.
  29938. */
  29939. useCustomUnlockedButton: boolean;
  29940. /**
  29941. * Event raised when audio has been unlocked on the browser.
  29942. */
  29943. onAudioUnlockedObservable: Observable<AudioEngine>;
  29944. /**
  29945. * Event raised when audio has been locked on the browser.
  29946. */
  29947. onAudioLockedObservable: Observable<AudioEngine>;
  29948. /**
  29949. * Gets the current AudioContext if available.
  29950. */
  29951. readonly audioContext: Nullable<AudioContext>;
  29952. private _connectedAnalyser;
  29953. /**
  29954. * Instantiates a new audio engine.
  29955. *
  29956. * There should be only one per page as some browsers restrict the number
  29957. * of audio contexts you can create.
  29958. * @param hostElement defines the host element where to display the mute icon if necessary
  29959. */
  29960. constructor(hostElement?: Nullable<HTMLElement>);
  29961. /**
  29962. * Flags the audio engine in Locked state.
  29963. * This happens due to new browser policies preventing audio to autoplay.
  29964. */
  29965. lock(): void;
  29966. /**
  29967. * Unlocks the audio engine once a user action has been done on the dom.
  29968. * This is helpful to resume play once browser policies have been satisfied.
  29969. */
  29970. unlock(): void;
  29971. private _resumeAudioContext;
  29972. private _initializeAudioContext;
  29973. private _tryToRun;
  29974. private _triggerRunningState;
  29975. private _triggerSuspendedState;
  29976. private _displayMuteButton;
  29977. private _moveButtonToTopLeft;
  29978. private _onResize;
  29979. private _hideMuteButton;
  29980. /**
  29981. * Destroy and release the resources associated with the audio ccontext.
  29982. */
  29983. dispose(): void;
  29984. /**
  29985. * Gets the global volume sets on the master gain.
  29986. * @returns the global volume if set or -1 otherwise
  29987. */
  29988. getGlobalVolume(): number;
  29989. /**
  29990. * Sets the global volume of your experience (sets on the master gain).
  29991. * @param newVolume Defines the new global volume of the application
  29992. */
  29993. setGlobalVolume(newVolume: number): void;
  29994. /**
  29995. * Connect the audio engine to an audio analyser allowing some amazing
  29996. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29997. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29998. * @param analyser The analyser to connect to the engine
  29999. */
  30000. connectToAnalyser(analyser: Analyser): void;
  30001. }
  30002. }
  30003. declare module "babylonjs/Loading/loadingScreen" {
  30004. /**
  30005. * Interface used to present a loading screen while loading a scene
  30006. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30007. */
  30008. export interface ILoadingScreen {
  30009. /**
  30010. * Function called to display the loading screen
  30011. */
  30012. displayLoadingUI: () => void;
  30013. /**
  30014. * Function called to hide the loading screen
  30015. */
  30016. hideLoadingUI: () => void;
  30017. /**
  30018. * Gets or sets the color to use for the background
  30019. */
  30020. loadingUIBackgroundColor: string;
  30021. /**
  30022. * Gets or sets the text to display while loading
  30023. */
  30024. loadingUIText: string;
  30025. }
  30026. /**
  30027. * Class used for the default loading screen
  30028. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30029. */
  30030. export class DefaultLoadingScreen implements ILoadingScreen {
  30031. private _renderingCanvas;
  30032. private _loadingText;
  30033. private _loadingDivBackgroundColor;
  30034. private _loadingDiv;
  30035. private _loadingTextDiv;
  30036. /** Gets or sets the logo url to use for the default loading screen */
  30037. static DefaultLogoUrl: string;
  30038. /** Gets or sets the spinner url to use for the default loading screen */
  30039. static DefaultSpinnerUrl: string;
  30040. /**
  30041. * Creates a new default loading screen
  30042. * @param _renderingCanvas defines the canvas used to render the scene
  30043. * @param _loadingText defines the default text to display
  30044. * @param _loadingDivBackgroundColor defines the default background color
  30045. */
  30046. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30047. /**
  30048. * Function called to display the loading screen
  30049. */
  30050. displayLoadingUI(): void;
  30051. /**
  30052. * Function called to hide the loading screen
  30053. */
  30054. hideLoadingUI(): void;
  30055. /**
  30056. * Gets or sets the text to display while loading
  30057. */
  30058. loadingUIText: string;
  30059. /**
  30060. * Gets or sets the color to use for the background
  30061. */
  30062. loadingUIBackgroundColor: string;
  30063. private _resizeLoadingUI;
  30064. }
  30065. }
  30066. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30067. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30068. import { Engine } from "babylonjs/Engines/engine";
  30069. import { Nullable } from "babylonjs/types";
  30070. /** @hidden */
  30071. export class WebGLPipelineContext implements IPipelineContext {
  30072. engine: Engine;
  30073. program: Nullable<WebGLProgram>;
  30074. context?: WebGLRenderingContext;
  30075. vertexShader?: WebGLShader;
  30076. fragmentShader?: WebGLShader;
  30077. isParallelCompiled: boolean;
  30078. onCompiled?: () => void;
  30079. transformFeedback?: WebGLTransformFeedback | null;
  30080. readonly isAsync: boolean;
  30081. readonly isReady: boolean;
  30082. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30083. }
  30084. }
  30085. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30086. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30087. /** @hidden */
  30088. export class WebGLDataBuffer extends DataBuffer {
  30089. private _buffer;
  30090. constructor(resource: WebGLBuffer);
  30091. readonly underlyingResource: any;
  30092. }
  30093. }
  30094. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30095. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30096. /** @hidden */
  30097. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30098. attributeProcessor(attribute: string): string;
  30099. varyingProcessor(varying: string, isFragment: boolean): string;
  30100. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30101. }
  30102. }
  30103. declare module "babylonjs/Misc/perfCounter" {
  30104. /**
  30105. * This class is used to track a performance counter which is number based.
  30106. * The user has access to many properties which give statistics of different nature.
  30107. *
  30108. * The implementer can track two kinds of Performance Counter: time and count.
  30109. * 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.
  30110. * 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.
  30111. */
  30112. export class PerfCounter {
  30113. /**
  30114. * Gets or sets a global boolean to turn on and off all the counters
  30115. */
  30116. static Enabled: boolean;
  30117. /**
  30118. * Returns the smallest value ever
  30119. */
  30120. readonly min: number;
  30121. /**
  30122. * Returns the biggest value ever
  30123. */
  30124. readonly max: number;
  30125. /**
  30126. * Returns the average value since the performance counter is running
  30127. */
  30128. readonly average: number;
  30129. /**
  30130. * Returns the average value of the last second the counter was monitored
  30131. */
  30132. readonly lastSecAverage: number;
  30133. /**
  30134. * Returns the current value
  30135. */
  30136. readonly current: number;
  30137. /**
  30138. * Gets the accumulated total
  30139. */
  30140. readonly total: number;
  30141. /**
  30142. * Gets the total value count
  30143. */
  30144. readonly count: number;
  30145. /**
  30146. * Creates a new counter
  30147. */
  30148. constructor();
  30149. /**
  30150. * Call this method to start monitoring a new frame.
  30151. * 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.
  30152. */
  30153. fetchNewFrame(): void;
  30154. /**
  30155. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30156. * @param newCount the count value to add to the monitored count
  30157. * @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.
  30158. */
  30159. addCount(newCount: number, fetchResult: boolean): void;
  30160. /**
  30161. * Start monitoring this performance counter
  30162. */
  30163. beginMonitoring(): void;
  30164. /**
  30165. * Compute the time lapsed since the previous beginMonitoring() call.
  30166. * @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
  30167. */
  30168. endMonitoring(newFrame?: boolean): void;
  30169. private _fetchResult;
  30170. private _startMonitoringTime;
  30171. private _min;
  30172. private _max;
  30173. private _average;
  30174. private _current;
  30175. private _totalValueCount;
  30176. private _totalAccumulated;
  30177. private _lastSecAverage;
  30178. private _lastSecAccumulated;
  30179. private _lastSecTime;
  30180. private _lastSecValueCount;
  30181. }
  30182. }
  30183. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30184. /**
  30185. * Interface for any object that can request an animation frame
  30186. */
  30187. export interface ICustomAnimationFrameRequester {
  30188. /**
  30189. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30190. */
  30191. renderFunction?: Function;
  30192. /**
  30193. * Called to request the next frame to render to
  30194. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30195. */
  30196. requestAnimationFrame: Function;
  30197. /**
  30198. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30199. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30200. */
  30201. requestID?: number;
  30202. }
  30203. }
  30204. declare module "babylonjs/Materials/Textures/videoTexture" {
  30205. import { Observable } from "babylonjs/Misc/observable";
  30206. import { Nullable } from "babylonjs/types";
  30207. import { Scene } from "babylonjs/scene";
  30208. import { Texture } from "babylonjs/Materials/Textures/texture";
  30209. /**
  30210. * Settings for finer control over video usage
  30211. */
  30212. export interface VideoTextureSettings {
  30213. /**
  30214. * Applies `autoplay` to video, if specified
  30215. */
  30216. autoPlay?: boolean;
  30217. /**
  30218. * Applies `loop` to video, if specified
  30219. */
  30220. loop?: boolean;
  30221. /**
  30222. * Automatically updates internal texture from video at every frame in the render loop
  30223. */
  30224. autoUpdateTexture: boolean;
  30225. /**
  30226. * Image src displayed during the video loading or until the user interacts with the video.
  30227. */
  30228. poster?: string;
  30229. }
  30230. /**
  30231. * If you want to display a video in your scene, this is the special texture for that.
  30232. * This special texture works similar to other textures, with the exception of a few parameters.
  30233. * @see https://doc.babylonjs.com/how_to/video_texture
  30234. */
  30235. export class VideoTexture extends Texture {
  30236. /**
  30237. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30238. */
  30239. readonly autoUpdateTexture: boolean;
  30240. /**
  30241. * The video instance used by the texture internally
  30242. */
  30243. readonly video: HTMLVideoElement;
  30244. private _onUserActionRequestedObservable;
  30245. /**
  30246. * Event triggerd when a dom action is required by the user to play the video.
  30247. * This happens due to recent changes in browser policies preventing video to auto start.
  30248. */
  30249. readonly onUserActionRequestedObservable: Observable<Texture>;
  30250. private _generateMipMaps;
  30251. private _engine;
  30252. private _stillImageCaptured;
  30253. private _displayingPosterTexture;
  30254. private _settings;
  30255. private _createInternalTextureOnEvent;
  30256. /**
  30257. * Creates a video texture.
  30258. * If you want to display a video in your scene, this is the special texture for that.
  30259. * This special texture works similar to other textures, with the exception of a few parameters.
  30260. * @see https://doc.babylonjs.com/how_to/video_texture
  30261. * @param name optional name, will detect from video source, if not defined
  30262. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30263. * @param scene is obviously the current scene.
  30264. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30265. * @param invertY is false by default but can be used to invert video on Y axis
  30266. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30267. * @param settings allows finer control over video usage
  30268. */
  30269. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30270. private _getName;
  30271. private _getVideo;
  30272. private _createInternalTexture;
  30273. private reset;
  30274. /**
  30275. * @hidden Internal method to initiate `update`.
  30276. */
  30277. _rebuild(): void;
  30278. /**
  30279. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30280. */
  30281. update(): void;
  30282. /**
  30283. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30284. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30285. */
  30286. updateTexture(isVisible: boolean): void;
  30287. protected _updateInternalTexture: () => void;
  30288. /**
  30289. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30290. * @param url New url.
  30291. */
  30292. updateURL(url: string): void;
  30293. /**
  30294. * Dispose the texture and release its associated resources.
  30295. */
  30296. dispose(): void;
  30297. /**
  30298. * Creates a video texture straight from a stream.
  30299. * @param scene Define the scene the texture should be created in
  30300. * @param stream Define the stream the texture should be created from
  30301. * @returns The created video texture as a promise
  30302. */
  30303. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30304. /**
  30305. * Creates a video texture straight from your WebCam video feed.
  30306. * @param scene Define the scene the texture should be created in
  30307. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30308. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30309. * @returns The created video texture as a promise
  30310. */
  30311. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30312. minWidth: number;
  30313. maxWidth: number;
  30314. minHeight: number;
  30315. maxHeight: number;
  30316. deviceId: string;
  30317. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30318. /**
  30319. * Creates a video texture straight from your WebCam video feed.
  30320. * @param scene Define the scene the texture should be created in
  30321. * @param onReady Define a callback to triggered once the texture will be ready
  30322. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30323. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30324. */
  30325. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30326. minWidth: number;
  30327. maxWidth: number;
  30328. minHeight: number;
  30329. maxHeight: number;
  30330. deviceId: string;
  30331. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30332. }
  30333. }
  30334. declare module "babylonjs/Engines/engine" {
  30335. import { Observable } from "babylonjs/Misc/observable";
  30336. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30337. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30338. import { Scene } from "babylonjs/scene";
  30339. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30340. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30341. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30342. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30343. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30344. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30345. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30347. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30348. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30349. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30350. import { WebRequest } from "babylonjs/Misc/webRequest";
  30351. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30352. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30353. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30354. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30355. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30356. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30357. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30358. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30359. import { Material } from "babylonjs/Materials/material";
  30360. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30361. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30362. /**
  30363. * Defines the interface used by objects containing a viewport (like a camera)
  30364. */
  30365. interface IViewportOwnerLike {
  30366. /**
  30367. * Gets or sets the viewport
  30368. */
  30369. viewport: IViewportLike;
  30370. }
  30371. /**
  30372. * Interface for attribute information associated with buffer instanciation
  30373. */
  30374. export class InstancingAttributeInfo {
  30375. /**
  30376. * Index/offset of the attribute in the vertex shader
  30377. */
  30378. index: number;
  30379. /**
  30380. * size of the attribute, 1, 2, 3 or 4
  30381. */
  30382. attributeSize: number;
  30383. /**
  30384. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30385. * default is FLOAT
  30386. */
  30387. attribyteType: number;
  30388. /**
  30389. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30390. */
  30391. normalized: boolean;
  30392. /**
  30393. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30394. */
  30395. offset: number;
  30396. /**
  30397. * Name of the GLSL attribute, for debugging purpose only
  30398. */
  30399. attributeName: string;
  30400. }
  30401. /**
  30402. * Define options used to create a depth texture
  30403. */
  30404. export class DepthTextureCreationOptions {
  30405. /** Specifies whether or not a stencil should be allocated in the texture */
  30406. generateStencil?: boolean;
  30407. /** Specifies whether or not bilinear filtering is enable on the texture */
  30408. bilinearFiltering?: boolean;
  30409. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30410. comparisonFunction?: number;
  30411. /** Specifies if the created texture is a cube texture */
  30412. isCube?: boolean;
  30413. }
  30414. /**
  30415. * Class used to describe the capabilities of the engine relatively to the current browser
  30416. */
  30417. export class EngineCapabilities {
  30418. /** Maximum textures units per fragment shader */
  30419. maxTexturesImageUnits: number;
  30420. /** Maximum texture units per vertex shader */
  30421. maxVertexTextureImageUnits: number;
  30422. /** Maximum textures units in the entire pipeline */
  30423. maxCombinedTexturesImageUnits: number;
  30424. /** Maximum texture size */
  30425. maxTextureSize: number;
  30426. /** Maximum cube texture size */
  30427. maxCubemapTextureSize: number;
  30428. /** Maximum render texture size */
  30429. maxRenderTextureSize: number;
  30430. /** Maximum number of vertex attributes */
  30431. maxVertexAttribs: number;
  30432. /** Maximum number of varyings */
  30433. maxVaryingVectors: number;
  30434. /** Maximum number of uniforms per vertex shader */
  30435. maxVertexUniformVectors: number;
  30436. /** Maximum number of uniforms per fragment shader */
  30437. maxFragmentUniformVectors: number;
  30438. /** Defines if standard derivates (dx/dy) are supported */
  30439. standardDerivatives: boolean;
  30440. /** Defines if s3tc texture compression is supported */
  30441. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30442. /** Defines if pvrtc texture compression is supported */
  30443. pvrtc: any;
  30444. /** Defines if etc1 texture compression is supported */
  30445. etc1: any;
  30446. /** Defines if etc2 texture compression is supported */
  30447. etc2: any;
  30448. /** Defines if astc texture compression is supported */
  30449. astc: any;
  30450. /** Defines if float textures are supported */
  30451. textureFloat: boolean;
  30452. /** Defines if vertex array objects are supported */
  30453. vertexArrayObject: boolean;
  30454. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30455. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30456. /** Gets the maximum level of anisotropy supported */
  30457. maxAnisotropy: number;
  30458. /** Defines if instancing is supported */
  30459. instancedArrays: boolean;
  30460. /** Defines if 32 bits indices are supported */
  30461. uintIndices: boolean;
  30462. /** Defines if high precision shaders are supported */
  30463. highPrecisionShaderSupported: boolean;
  30464. /** Defines if depth reading in the fragment shader is supported */
  30465. fragmentDepthSupported: boolean;
  30466. /** Defines if float texture linear filtering is supported*/
  30467. textureFloatLinearFiltering: boolean;
  30468. /** Defines if rendering to float textures is supported */
  30469. textureFloatRender: boolean;
  30470. /** Defines if half float textures are supported*/
  30471. textureHalfFloat: boolean;
  30472. /** Defines if half float texture linear filtering is supported*/
  30473. textureHalfFloatLinearFiltering: boolean;
  30474. /** Defines if rendering to half float textures is supported */
  30475. textureHalfFloatRender: boolean;
  30476. /** Defines if textureLOD shader command is supported */
  30477. textureLOD: boolean;
  30478. /** Defines if draw buffers extension is supported */
  30479. drawBuffersExtension: boolean;
  30480. /** Defines if depth textures are supported */
  30481. depthTextureExtension: boolean;
  30482. /** Defines if float color buffer are supported */
  30483. colorBufferFloat: boolean;
  30484. /** Gets disjoint timer query extension (null if not supported) */
  30485. timerQuery: EXT_disjoint_timer_query;
  30486. /** Defines if timestamp can be used with timer query */
  30487. canUseTimestampForTimerQuery: boolean;
  30488. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30489. multiview: any;
  30490. /** Function used to let the system compiles shaders in background */
  30491. parallelShaderCompile: {
  30492. COMPLETION_STATUS_KHR: number;
  30493. };
  30494. /** Max number of texture samples for MSAA */
  30495. maxMSAASamples: number;
  30496. }
  30497. /** Interface defining initialization parameters for Engine class */
  30498. export interface EngineOptions extends WebGLContextAttributes {
  30499. /**
  30500. * Defines if the engine should no exceed a specified device ratio
  30501. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30502. */
  30503. limitDeviceRatio?: number;
  30504. /**
  30505. * Defines if webvr should be enabled automatically
  30506. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30507. */
  30508. autoEnableWebVR?: boolean;
  30509. /**
  30510. * Defines if webgl2 should be turned off even if supported
  30511. * @see http://doc.babylonjs.com/features/webgl2
  30512. */
  30513. disableWebGL2Support?: boolean;
  30514. /**
  30515. * Defines if webaudio should be initialized as well
  30516. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30517. */
  30518. audioEngine?: boolean;
  30519. /**
  30520. * Defines if animations should run using a deterministic lock step
  30521. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30522. */
  30523. deterministicLockstep?: boolean;
  30524. /** Defines the maximum steps to use with deterministic lock step mode */
  30525. lockstepMaxSteps?: number;
  30526. /**
  30527. * Defines that engine should ignore context lost events
  30528. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30529. */
  30530. doNotHandleContextLost?: boolean;
  30531. /**
  30532. * Defines that engine should ignore modifying touch action attribute and style
  30533. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30534. */
  30535. doNotHandleTouchAction?: boolean;
  30536. /**
  30537. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30538. */
  30539. useHighPrecisionFloats?: boolean;
  30540. }
  30541. /**
  30542. * Defines the interface used by display changed events
  30543. */
  30544. export interface IDisplayChangedEventArgs {
  30545. /** Gets the vrDisplay object (if any) */
  30546. vrDisplay: Nullable<any>;
  30547. /** Gets a boolean indicating if webVR is supported */
  30548. vrSupported: boolean;
  30549. }
  30550. /**
  30551. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30552. */
  30553. export class Engine {
  30554. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30555. static ExceptionList: ({
  30556. key: string;
  30557. capture: string;
  30558. captureConstraint: number;
  30559. targets: string[];
  30560. } | {
  30561. key: string;
  30562. capture: null;
  30563. captureConstraint: null;
  30564. targets: string[];
  30565. })[];
  30566. /** Gets the list of created engines */
  30567. static readonly Instances: Engine[];
  30568. /**
  30569. * Gets the latest created engine
  30570. */
  30571. static readonly LastCreatedEngine: Nullable<Engine>;
  30572. /**
  30573. * Gets the latest created scene
  30574. */
  30575. static readonly LastCreatedScene: Nullable<Scene>;
  30576. /**
  30577. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30578. * @param flag defines which part of the materials must be marked as dirty
  30579. * @param predicate defines a predicate used to filter which materials should be affected
  30580. */
  30581. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30582. /** @hidden */
  30583. static _TextureLoaders: IInternalTextureLoader[];
  30584. /** Defines that alpha blending is disabled */
  30585. static readonly ALPHA_DISABLE: number;
  30586. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30587. static readonly ALPHA_ADD: number;
  30588. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30589. static readonly ALPHA_COMBINE: number;
  30590. /** Defines that alpha blending to DEST - SRC * DEST */
  30591. static readonly ALPHA_SUBTRACT: number;
  30592. /** Defines that alpha blending to SRC * DEST */
  30593. static readonly ALPHA_MULTIPLY: number;
  30594. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30595. static readonly ALPHA_MAXIMIZED: number;
  30596. /** Defines that alpha blending to SRC + DEST */
  30597. static readonly ALPHA_ONEONE: number;
  30598. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30599. static readonly ALPHA_PREMULTIPLIED: number;
  30600. /**
  30601. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30602. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30603. */
  30604. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30605. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30606. static readonly ALPHA_INTERPOLATE: number;
  30607. /**
  30608. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30609. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30610. */
  30611. static readonly ALPHA_SCREENMODE: number;
  30612. /** Defines that the ressource is not delayed*/
  30613. static readonly DELAYLOADSTATE_NONE: number;
  30614. /** Defines that the ressource was successfully delay loaded */
  30615. static readonly DELAYLOADSTATE_LOADED: number;
  30616. /** Defines that the ressource is currently delay loading */
  30617. static readonly DELAYLOADSTATE_LOADING: number;
  30618. /** Defines that the ressource is delayed and has not started loading */
  30619. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30620. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30621. static readonly NEVER: number;
  30622. /** 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 */
  30623. static readonly ALWAYS: number;
  30624. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30625. static readonly LESS: number;
  30626. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30627. static readonly EQUAL: number;
  30628. /** 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 */
  30629. static readonly LEQUAL: number;
  30630. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30631. static readonly GREATER: number;
  30632. /** 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 */
  30633. static readonly GEQUAL: number;
  30634. /** 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 */
  30635. static readonly NOTEQUAL: number;
  30636. /** Passed to stencilOperation to specify that stencil value must be kept */
  30637. static readonly KEEP: number;
  30638. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30639. static readonly REPLACE: number;
  30640. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30641. static readonly INCR: number;
  30642. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30643. static readonly DECR: number;
  30644. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30645. static readonly INVERT: number;
  30646. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30647. static readonly INCR_WRAP: number;
  30648. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30649. static readonly DECR_WRAP: number;
  30650. /** Texture is not repeating outside of 0..1 UVs */
  30651. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30652. /** Texture is repeating outside of 0..1 UVs */
  30653. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30654. /** Texture is repeating and mirrored */
  30655. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30656. /** ALPHA */
  30657. static readonly TEXTUREFORMAT_ALPHA: number;
  30658. /** LUMINANCE */
  30659. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30660. /** LUMINANCE_ALPHA */
  30661. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30662. /** RGB */
  30663. static readonly TEXTUREFORMAT_RGB: number;
  30664. /** RGBA */
  30665. static readonly TEXTUREFORMAT_RGBA: number;
  30666. /** RED */
  30667. static readonly TEXTUREFORMAT_RED: number;
  30668. /** RED (2nd reference) */
  30669. static readonly TEXTUREFORMAT_R: number;
  30670. /** RG */
  30671. static readonly TEXTUREFORMAT_RG: number;
  30672. /** RED_INTEGER */
  30673. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30674. /** RED_INTEGER (2nd reference) */
  30675. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30676. /** RG_INTEGER */
  30677. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30678. /** RGB_INTEGER */
  30679. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30680. /** RGBA_INTEGER */
  30681. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30682. /** UNSIGNED_BYTE */
  30683. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30684. /** UNSIGNED_BYTE (2nd reference) */
  30685. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30686. /** FLOAT */
  30687. static readonly TEXTURETYPE_FLOAT: number;
  30688. /** HALF_FLOAT */
  30689. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30690. /** BYTE */
  30691. static readonly TEXTURETYPE_BYTE: number;
  30692. /** SHORT */
  30693. static readonly TEXTURETYPE_SHORT: number;
  30694. /** UNSIGNED_SHORT */
  30695. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30696. /** INT */
  30697. static readonly TEXTURETYPE_INT: number;
  30698. /** UNSIGNED_INT */
  30699. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30700. /** UNSIGNED_SHORT_4_4_4_4 */
  30701. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30702. /** UNSIGNED_SHORT_5_5_5_1 */
  30703. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30704. /** UNSIGNED_SHORT_5_6_5 */
  30705. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30706. /** UNSIGNED_INT_2_10_10_10_REV */
  30707. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30708. /** UNSIGNED_INT_24_8 */
  30709. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30710. /** UNSIGNED_INT_10F_11F_11F_REV */
  30711. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30712. /** UNSIGNED_INT_5_9_9_9_REV */
  30713. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30714. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30715. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30716. /** nearest is mag = nearest and min = nearest and mip = linear */
  30717. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30718. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30719. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30720. /** Trilinear is mag = linear and min = linear and mip = linear */
  30721. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30722. /** nearest is mag = nearest and min = nearest and mip = linear */
  30723. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30724. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30725. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30726. /** Trilinear is mag = linear and min = linear and mip = linear */
  30727. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30728. /** mag = nearest and min = nearest and mip = nearest */
  30729. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30730. /** mag = nearest and min = linear and mip = nearest */
  30731. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30732. /** mag = nearest and min = linear and mip = linear */
  30733. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30734. /** mag = nearest and min = linear and mip = none */
  30735. static readonly TEXTURE_NEAREST_LINEAR: number;
  30736. /** mag = nearest and min = nearest and mip = none */
  30737. static readonly TEXTURE_NEAREST_NEAREST: number;
  30738. /** mag = linear and min = nearest and mip = nearest */
  30739. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30740. /** mag = linear and min = nearest and mip = linear */
  30741. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30742. /** mag = linear and min = linear and mip = none */
  30743. static readonly TEXTURE_LINEAR_LINEAR: number;
  30744. /** mag = linear and min = nearest and mip = none */
  30745. static readonly TEXTURE_LINEAR_NEAREST: number;
  30746. /** Explicit coordinates mode */
  30747. static readonly TEXTURE_EXPLICIT_MODE: number;
  30748. /** Spherical coordinates mode */
  30749. static readonly TEXTURE_SPHERICAL_MODE: number;
  30750. /** Planar coordinates mode */
  30751. static readonly TEXTURE_PLANAR_MODE: number;
  30752. /** Cubic coordinates mode */
  30753. static readonly TEXTURE_CUBIC_MODE: number;
  30754. /** Projection coordinates mode */
  30755. static readonly TEXTURE_PROJECTION_MODE: number;
  30756. /** Skybox coordinates mode */
  30757. static readonly TEXTURE_SKYBOX_MODE: number;
  30758. /** Inverse Cubic coordinates mode */
  30759. static readonly TEXTURE_INVCUBIC_MODE: number;
  30760. /** Equirectangular coordinates mode */
  30761. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30762. /** Equirectangular Fixed coordinates mode */
  30763. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30764. /** Equirectangular Fixed Mirrored coordinates mode */
  30765. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30766. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30767. static readonly SCALEMODE_FLOOR: number;
  30768. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30769. static readonly SCALEMODE_NEAREST: number;
  30770. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30771. static readonly SCALEMODE_CEILING: number;
  30772. /**
  30773. * Returns the current npm package of the sdk
  30774. */
  30775. static readonly NpmPackage: string;
  30776. /**
  30777. * Returns the current version of the framework
  30778. */
  30779. static readonly Version: string;
  30780. /**
  30781. * Returns a string describing the current engine
  30782. */
  30783. readonly description: string;
  30784. /**
  30785. * Gets or sets the epsilon value used by collision engine
  30786. */
  30787. static CollisionsEpsilon: number;
  30788. /**
  30789. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30790. */
  30791. static ShadersRepository: string;
  30792. /**
  30793. * Method called to create the default loading screen.
  30794. * This can be overriden in your own app.
  30795. * @param canvas The rendering canvas element
  30796. * @returns The loading screen
  30797. */
  30798. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30799. /**
  30800. * Method called to create the default rescale post process on each engine.
  30801. */
  30802. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30803. /** @hidden */
  30804. _shaderProcessor: IShaderProcessor;
  30805. /**
  30806. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30807. */
  30808. forcePOTTextures: boolean;
  30809. /**
  30810. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30811. */
  30812. isFullscreen: boolean;
  30813. /**
  30814. * Gets a boolean indicating if the pointer is currently locked
  30815. */
  30816. isPointerLock: boolean;
  30817. /**
  30818. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30819. */
  30820. cullBackFaces: boolean;
  30821. /**
  30822. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30823. */
  30824. renderEvenInBackground: boolean;
  30825. /**
  30826. * Gets or sets a boolean indicating that cache can be kept between frames
  30827. */
  30828. preventCacheWipeBetweenFrames: boolean;
  30829. /**
  30830. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30831. **/
  30832. enableOfflineSupport: boolean;
  30833. /**
  30834. * 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)
  30835. **/
  30836. disableManifestCheck: boolean;
  30837. /**
  30838. * Gets the list of created scenes
  30839. */
  30840. scenes: Scene[];
  30841. /**
  30842. * Event raised when a new scene is created
  30843. */
  30844. onNewSceneAddedObservable: Observable<Scene>;
  30845. /**
  30846. * Gets the list of created postprocesses
  30847. */
  30848. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30849. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30850. validateShaderPrograms: boolean;
  30851. /**
  30852. * Observable event triggered each time the rendering canvas is resized
  30853. */
  30854. onResizeObservable: Observable<Engine>;
  30855. /**
  30856. * Observable event triggered each time the canvas loses focus
  30857. */
  30858. onCanvasBlurObservable: Observable<Engine>;
  30859. /**
  30860. * Observable event triggered each time the canvas gains focus
  30861. */
  30862. onCanvasFocusObservable: Observable<Engine>;
  30863. /**
  30864. * Observable event triggered each time the canvas receives pointerout event
  30865. */
  30866. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30867. /**
  30868. * Observable event triggered before each texture is initialized
  30869. */
  30870. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30871. /**
  30872. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30873. */
  30874. disableUniformBuffers: boolean;
  30875. /** @hidden */
  30876. _uniformBuffers: UniformBuffer[];
  30877. /**
  30878. * Gets a boolean indicating that the engine supports uniform buffers
  30879. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30880. */
  30881. readonly supportsUniformBuffers: boolean;
  30882. /**
  30883. * Observable raised when the engine begins a new frame
  30884. */
  30885. onBeginFrameObservable: Observable<Engine>;
  30886. /**
  30887. * If set, will be used to request the next animation frame for the render loop
  30888. */
  30889. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30890. /**
  30891. * Observable raised when the engine ends the current frame
  30892. */
  30893. onEndFrameObservable: Observable<Engine>;
  30894. /**
  30895. * Observable raised when the engine is about to compile a shader
  30896. */
  30897. onBeforeShaderCompilationObservable: Observable<Engine>;
  30898. /**
  30899. * Observable raised when the engine has jsut compiled a shader
  30900. */
  30901. onAfterShaderCompilationObservable: Observable<Engine>;
  30902. /** @hidden */
  30903. _gl: WebGLRenderingContext;
  30904. private _renderingCanvas;
  30905. private _windowIsBackground;
  30906. private _webGLVersion;
  30907. protected _highPrecisionShadersAllowed: boolean;
  30908. /** @hidden */
  30909. readonly _shouldUseHighPrecisionShader: boolean;
  30910. /**
  30911. * Gets a boolean indicating that only power of 2 textures are supported
  30912. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30913. */
  30914. readonly needPOTTextures: boolean;
  30915. /** @hidden */
  30916. _badOS: boolean;
  30917. /** @hidden */
  30918. _badDesktopOS: boolean;
  30919. /**
  30920. * Gets the audio engine
  30921. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30922. * @ignorenaming
  30923. */
  30924. static audioEngine: IAudioEngine;
  30925. /**
  30926. * Default AudioEngine factory responsible of creating the Audio Engine.
  30927. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30928. */
  30929. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30930. /**
  30931. * Default offline support factory responsible of creating a tool used to store data locally.
  30932. * By default, this will create a Database object if the workload has been embedded.
  30933. */
  30934. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30935. private _onFocus;
  30936. private _onBlur;
  30937. private _onCanvasPointerOut;
  30938. private _onCanvasBlur;
  30939. private _onCanvasFocus;
  30940. private _onFullscreenChange;
  30941. private _onPointerLockChange;
  30942. private _hardwareScalingLevel;
  30943. /** @hidden */
  30944. _caps: EngineCapabilities;
  30945. private _pointerLockRequested;
  30946. private _isStencilEnable;
  30947. private _colorWrite;
  30948. private _loadingScreen;
  30949. /** @hidden */
  30950. _drawCalls: PerfCounter;
  30951. private _glVersion;
  30952. private _glRenderer;
  30953. private _glVendor;
  30954. private _videoTextureSupported;
  30955. private _renderingQueueLaunched;
  30956. private _activeRenderLoops;
  30957. private _deterministicLockstep;
  30958. private _lockstepMaxSteps;
  30959. /**
  30960. * Observable signaled when a context lost event is raised
  30961. */
  30962. onContextLostObservable: Observable<Engine>;
  30963. /**
  30964. * Observable signaled when a context restored event is raised
  30965. */
  30966. onContextRestoredObservable: Observable<Engine>;
  30967. private _onContextLost;
  30968. private _onContextRestored;
  30969. private _contextWasLost;
  30970. /** @hidden */
  30971. _doNotHandleContextLost: boolean;
  30972. /**
  30973. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30974. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30975. */
  30976. doNotHandleContextLost: boolean;
  30977. private _performanceMonitor;
  30978. private _fps;
  30979. private _deltaTime;
  30980. /**
  30981. * Turn this value on if you want to pause FPS computation when in background
  30982. */
  30983. disablePerformanceMonitorInBackground: boolean;
  30984. /**
  30985. * Gets the performance monitor attached to this engine
  30986. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30987. */
  30988. readonly performanceMonitor: PerformanceMonitor;
  30989. /**
  30990. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30991. */
  30992. disableVertexArrayObjects: boolean;
  30993. /** @hidden */
  30994. protected _depthCullingState: _DepthCullingState;
  30995. /** @hidden */
  30996. protected _stencilState: _StencilState;
  30997. /** @hidden */
  30998. protected _alphaState: _AlphaState;
  30999. /** @hidden */
  31000. protected _alphaMode: number;
  31001. /** @hidden */
  31002. _internalTexturesCache: InternalTexture[];
  31003. /** @hidden */
  31004. protected _activeChannel: number;
  31005. private _currentTextureChannel;
  31006. /** @hidden */
  31007. protected _boundTexturesCache: {
  31008. [key: string]: Nullable<InternalTexture>;
  31009. };
  31010. /** @hidden */
  31011. protected _currentEffect: Nullable<Effect>;
  31012. /** @hidden */
  31013. protected _currentProgram: Nullable<WebGLProgram>;
  31014. private _compiledEffects;
  31015. private _vertexAttribArraysEnabled;
  31016. /** @hidden */
  31017. protected _cachedViewport: Nullable<IViewportLike>;
  31018. private _cachedVertexArrayObject;
  31019. /** @hidden */
  31020. protected _cachedVertexBuffers: any;
  31021. /** @hidden */
  31022. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31023. /** @hidden */
  31024. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31025. /** @hidden */
  31026. _currentRenderTarget: Nullable<InternalTexture>;
  31027. private _uintIndicesCurrentlySet;
  31028. private _currentBoundBuffer;
  31029. /** @hidden */
  31030. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31031. private _currentBufferPointers;
  31032. private _currentInstanceLocations;
  31033. private _currentInstanceBuffers;
  31034. private _textureUnits;
  31035. /** @hidden */
  31036. _workingCanvas: Nullable<HTMLCanvasElement>;
  31037. /** @hidden */
  31038. _workingContext: Nullable<CanvasRenderingContext2D>;
  31039. private _rescalePostProcess;
  31040. private _dummyFramebuffer;
  31041. private _externalData;
  31042. /** @hidden */
  31043. _bindedRenderFunction: any;
  31044. private _vaoRecordInProgress;
  31045. private _mustWipeVertexAttributes;
  31046. private _emptyTexture;
  31047. private _emptyCubeTexture;
  31048. private _emptyTexture3D;
  31049. /** @hidden */
  31050. _frameHandler: number;
  31051. private _nextFreeTextureSlots;
  31052. private _maxSimultaneousTextures;
  31053. private _activeRequests;
  31054. private _texturesSupported;
  31055. /** @hidden */
  31056. _textureFormatInUse: Nullable<string>;
  31057. /**
  31058. * Gets the list of texture formats supported
  31059. */
  31060. readonly texturesSupported: Array<string>;
  31061. /**
  31062. * Gets the list of texture formats in use
  31063. */
  31064. readonly textureFormatInUse: Nullable<string>;
  31065. /**
  31066. * Gets the current viewport
  31067. */
  31068. readonly currentViewport: Nullable<IViewportLike>;
  31069. /**
  31070. * Gets the default empty texture
  31071. */
  31072. readonly emptyTexture: InternalTexture;
  31073. /**
  31074. * Gets the default empty 3D texture
  31075. */
  31076. readonly emptyTexture3D: InternalTexture;
  31077. /**
  31078. * Gets the default empty cube texture
  31079. */
  31080. readonly emptyCubeTexture: InternalTexture;
  31081. /**
  31082. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31083. */
  31084. readonly premultipliedAlpha: boolean;
  31085. /**
  31086. * Creates a new engine
  31087. * @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
  31088. * @param antialias defines enable antialiasing (default: false)
  31089. * @param options defines further options to be sent to the getContext() function
  31090. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31091. */
  31092. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31093. /**
  31094. * Initializes a webVR display and starts listening to display change events
  31095. * The onVRDisplayChangedObservable will be notified upon these changes
  31096. * @returns The onVRDisplayChangedObservable
  31097. */
  31098. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31099. /** @hidden */
  31100. _prepareVRComponent(): void;
  31101. /** @hidden */
  31102. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31103. /** @hidden */
  31104. _submitVRFrame(): void;
  31105. /**
  31106. * Call this function to leave webVR mode
  31107. * Will do nothing if webVR is not supported or if there is no webVR device
  31108. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31109. */
  31110. disableVR(): void;
  31111. /**
  31112. * Gets a boolean indicating that the system is in VR mode and is presenting
  31113. * @returns true if VR mode is engaged
  31114. */
  31115. isVRPresenting(): boolean;
  31116. /** @hidden */
  31117. _requestVRFrame(): void;
  31118. private _disableTouchAction;
  31119. private _rebuildInternalTextures;
  31120. private _rebuildEffects;
  31121. /**
  31122. * Gets a boolean indicating if all created effects are ready
  31123. * @returns true if all effects are ready
  31124. */
  31125. areAllEffectsReady(): boolean;
  31126. private _rebuildBuffers;
  31127. private _initGLContext;
  31128. /**
  31129. * Gets version of the current webGL context
  31130. */
  31131. readonly webGLVersion: number;
  31132. /**
  31133. * Gets a string idenfifying the name of the class
  31134. * @returns "Engine" string
  31135. */
  31136. getClassName(): string;
  31137. /**
  31138. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31139. */
  31140. readonly isStencilEnable: boolean;
  31141. /** @hidden */
  31142. _prepareWorkingCanvas(): void;
  31143. /**
  31144. * Reset the texture cache to empty state
  31145. */
  31146. resetTextureCache(): void;
  31147. /**
  31148. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31149. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31150. * @returns true if engine is in deterministic lock step mode
  31151. */
  31152. isDeterministicLockStep(): boolean;
  31153. /**
  31154. * Gets the max steps when engine is running in deterministic lock step
  31155. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31156. * @returns the max steps
  31157. */
  31158. getLockstepMaxSteps(): number;
  31159. /**
  31160. * Gets an object containing information about the current webGL context
  31161. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31162. */
  31163. getGlInfo(): {
  31164. vendor: string;
  31165. renderer: string;
  31166. version: string;
  31167. };
  31168. /**
  31169. * Gets current aspect ratio
  31170. * @param viewportOwner defines the camera to use to get the aspect ratio
  31171. * @param useScreen defines if screen size must be used (or the current render target if any)
  31172. * @returns a number defining the aspect ratio
  31173. */
  31174. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31175. /**
  31176. * Gets current screen aspect ratio
  31177. * @returns a number defining the aspect ratio
  31178. */
  31179. getScreenAspectRatio(): number;
  31180. /**
  31181. * Gets the current render width
  31182. * @param useScreen defines if screen size must be used (or the current render target if any)
  31183. * @returns a number defining the current render width
  31184. */
  31185. getRenderWidth(useScreen?: boolean): number;
  31186. /**
  31187. * Gets the current render height
  31188. * @param useScreen defines if screen size must be used (or the current render target if any)
  31189. * @returns a number defining the current render height
  31190. */
  31191. getRenderHeight(useScreen?: boolean): number;
  31192. /**
  31193. * Gets the HTML canvas attached with the current webGL context
  31194. * @returns a HTML canvas
  31195. */
  31196. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31197. /**
  31198. * Gets host window
  31199. * @returns the host window object
  31200. */
  31201. getHostWindow(): Window;
  31202. /**
  31203. * Gets host document
  31204. * @returns the host document object
  31205. */
  31206. getHostDocument(): Document;
  31207. /**
  31208. * Gets the client rect of the HTML canvas attached with the current webGL context
  31209. * @returns a client rectanglee
  31210. */
  31211. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31212. /**
  31213. * Defines the hardware scaling level.
  31214. * By default the hardware scaling level is computed from the window device ratio.
  31215. * 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.
  31216. * @param level defines the level to use
  31217. */
  31218. setHardwareScalingLevel(level: number): void;
  31219. /**
  31220. * Gets the current hardware scaling level.
  31221. * By default the hardware scaling level is computed from the window device ratio.
  31222. * 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.
  31223. * @returns a number indicating the current hardware scaling level
  31224. */
  31225. getHardwareScalingLevel(): number;
  31226. /**
  31227. * Gets the list of loaded textures
  31228. * @returns an array containing all loaded textures
  31229. */
  31230. getLoadedTexturesCache(): InternalTexture[];
  31231. /**
  31232. * Gets the object containing all engine capabilities
  31233. * @returns the EngineCapabilities object
  31234. */
  31235. getCaps(): EngineCapabilities;
  31236. /**
  31237. * Gets the current depth function
  31238. * @returns a number defining the depth function
  31239. */
  31240. getDepthFunction(): Nullable<number>;
  31241. /**
  31242. * Sets the current depth function
  31243. * @param depthFunc defines the function to use
  31244. */
  31245. setDepthFunction(depthFunc: number): void;
  31246. /**
  31247. * Sets the current depth function to GREATER
  31248. */
  31249. setDepthFunctionToGreater(): void;
  31250. /**
  31251. * Sets the current depth function to GEQUAL
  31252. */
  31253. setDepthFunctionToGreaterOrEqual(): void;
  31254. /**
  31255. * Sets the current depth function to LESS
  31256. */
  31257. setDepthFunctionToLess(): void;
  31258. private _cachedStencilBuffer;
  31259. private _cachedStencilFunction;
  31260. private _cachedStencilMask;
  31261. private _cachedStencilOperationPass;
  31262. private _cachedStencilOperationFail;
  31263. private _cachedStencilOperationDepthFail;
  31264. private _cachedStencilReference;
  31265. /**
  31266. * Caches the the state of the stencil buffer
  31267. */
  31268. cacheStencilState(): void;
  31269. /**
  31270. * Restores the state of the stencil buffer
  31271. */
  31272. restoreStencilState(): void;
  31273. /**
  31274. * Sets the current depth function to LEQUAL
  31275. */
  31276. setDepthFunctionToLessOrEqual(): void;
  31277. /**
  31278. * Gets a boolean indicating if stencil buffer is enabled
  31279. * @returns the current stencil buffer state
  31280. */
  31281. getStencilBuffer(): boolean;
  31282. /**
  31283. * Enable or disable the stencil buffer
  31284. * @param enable defines if the stencil buffer must be enabled or disabled
  31285. */
  31286. setStencilBuffer(enable: boolean): void;
  31287. /**
  31288. * Gets the current stencil mask
  31289. * @returns a number defining the new stencil mask to use
  31290. */
  31291. getStencilMask(): number;
  31292. /**
  31293. * Sets the current stencil mask
  31294. * @param mask defines the new stencil mask to use
  31295. */
  31296. setStencilMask(mask: number): void;
  31297. /**
  31298. * Gets the current stencil function
  31299. * @returns a number defining the stencil function to use
  31300. */
  31301. getStencilFunction(): number;
  31302. /**
  31303. * Gets the current stencil reference value
  31304. * @returns a number defining the stencil reference value to use
  31305. */
  31306. getStencilFunctionReference(): number;
  31307. /**
  31308. * Gets the current stencil mask
  31309. * @returns a number defining the stencil mask to use
  31310. */
  31311. getStencilFunctionMask(): number;
  31312. /**
  31313. * Sets the current stencil function
  31314. * @param stencilFunc defines the new stencil function to use
  31315. */
  31316. setStencilFunction(stencilFunc: number): void;
  31317. /**
  31318. * Sets the current stencil reference
  31319. * @param reference defines the new stencil reference to use
  31320. */
  31321. setStencilFunctionReference(reference: number): void;
  31322. /**
  31323. * Sets the current stencil mask
  31324. * @param mask defines the new stencil mask to use
  31325. */
  31326. setStencilFunctionMask(mask: number): void;
  31327. /**
  31328. * Gets the current stencil operation when stencil fails
  31329. * @returns a number defining stencil operation to use when stencil fails
  31330. */
  31331. getStencilOperationFail(): number;
  31332. /**
  31333. * Gets the current stencil operation when depth fails
  31334. * @returns a number defining stencil operation to use when depth fails
  31335. */
  31336. getStencilOperationDepthFail(): number;
  31337. /**
  31338. * Gets the current stencil operation when stencil passes
  31339. * @returns a number defining stencil operation to use when stencil passes
  31340. */
  31341. getStencilOperationPass(): number;
  31342. /**
  31343. * Sets the stencil operation to use when stencil fails
  31344. * @param operation defines the stencil operation to use when stencil fails
  31345. */
  31346. setStencilOperationFail(operation: number): void;
  31347. /**
  31348. * Sets the stencil operation to use when depth fails
  31349. * @param operation defines the stencil operation to use when depth fails
  31350. */
  31351. setStencilOperationDepthFail(operation: number): void;
  31352. /**
  31353. * Sets the stencil operation to use when stencil passes
  31354. * @param operation defines the stencil operation to use when stencil passes
  31355. */
  31356. setStencilOperationPass(operation: number): void;
  31357. /**
  31358. * Sets a boolean indicating if the dithering state is enabled or disabled
  31359. * @param value defines the dithering state
  31360. */
  31361. setDitheringState(value: boolean): void;
  31362. /**
  31363. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31364. * @param value defines the rasterizer state
  31365. */
  31366. setRasterizerState(value: boolean): void;
  31367. /**
  31368. * stop executing a render loop function and remove it from the execution array
  31369. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31370. */
  31371. stopRenderLoop(renderFunction?: () => void): void;
  31372. /** @hidden */
  31373. _renderLoop(): void;
  31374. /**
  31375. * Register and execute a render loop. The engine can have more than one render function
  31376. * @param renderFunction defines the function to continuously execute
  31377. */
  31378. runRenderLoop(renderFunction: () => void): void;
  31379. /**
  31380. * Toggle full screen mode
  31381. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31382. */
  31383. switchFullscreen(requestPointerLock: boolean): void;
  31384. /**
  31385. * Enters full screen mode
  31386. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31387. */
  31388. enterFullscreen(requestPointerLock: boolean): void;
  31389. /**
  31390. * Exits full screen mode
  31391. */
  31392. exitFullscreen(): void;
  31393. /**
  31394. * Enters Pointerlock mode
  31395. */
  31396. enterPointerlock(): void;
  31397. /**
  31398. * Exits Pointerlock mode
  31399. */
  31400. exitPointerlock(): void;
  31401. /**
  31402. * Clear the current render buffer or the current render target (if any is set up)
  31403. * @param color defines the color to use
  31404. * @param backBuffer defines if the back buffer must be cleared
  31405. * @param depth defines if the depth buffer must be cleared
  31406. * @param stencil defines if the stencil buffer must be cleared
  31407. */
  31408. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31409. /**
  31410. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31411. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31412. * @param y defines the y-coordinate of the corner of the clear rectangle
  31413. * @param width defines the width of the clear rectangle
  31414. * @param height defines the height of the clear rectangle
  31415. * @param clearColor defines the clear color
  31416. */
  31417. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31418. /**
  31419. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31420. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31421. * @param y defines the y-coordinate of the corner of the clear rectangle
  31422. * @param width defines the width of the clear rectangle
  31423. * @param height defines the height of the clear rectangle
  31424. */
  31425. enableScissor(x: number, y: number, width: number, height: number): void;
  31426. /**
  31427. * Disable previously set scissor test rectangle
  31428. */
  31429. disableScissor(): void;
  31430. private _viewportCached;
  31431. /** @hidden */
  31432. _viewport(x: number, y: number, width: number, height: number): void;
  31433. /**
  31434. * Set the WebGL's viewport
  31435. * @param viewport defines the viewport element to be used
  31436. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31437. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31438. */
  31439. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31440. /**
  31441. * Directly set the WebGL Viewport
  31442. * @param x defines the x coordinate of the viewport (in screen space)
  31443. * @param y defines the y coordinate of the viewport (in screen space)
  31444. * @param width defines the width of the viewport (in screen space)
  31445. * @param height defines the height of the viewport (in screen space)
  31446. * @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
  31447. */
  31448. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31449. /**
  31450. * Begin a new frame
  31451. */
  31452. beginFrame(): void;
  31453. /**
  31454. * Enf the current frame
  31455. */
  31456. endFrame(): void;
  31457. /**
  31458. * Resize the view according to the canvas' size
  31459. */
  31460. resize(): void;
  31461. /**
  31462. * Force a specific size of the canvas
  31463. * @param width defines the new canvas' width
  31464. * @param height defines the new canvas' height
  31465. */
  31466. setSize(width: number, height: number): void;
  31467. /**
  31468. * Binds the frame buffer to the specified texture.
  31469. * @param texture The texture to render to or null for the default canvas
  31470. * @param faceIndex The face of the texture to render to in case of cube texture
  31471. * @param requiredWidth The width of the target to render to
  31472. * @param requiredHeight The height of the target to render to
  31473. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31474. * @param depthStencilTexture The depth stencil texture to use to render
  31475. * @param lodLevel defines le lod level to bind to the frame buffer
  31476. */
  31477. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31478. /** @hidden */
  31479. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31480. /**
  31481. * Unbind the current render target texture from the webGL context
  31482. * @param texture defines the render target texture to unbind
  31483. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31484. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31485. */
  31486. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31487. /**
  31488. * Force the mipmap generation for the given render target texture
  31489. * @param texture defines the render target texture to use
  31490. */
  31491. generateMipMapsForCubemap(texture: InternalTexture): void;
  31492. /**
  31493. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31494. */
  31495. flushFramebuffer(): void;
  31496. /**
  31497. * Unbind the current render target and bind the default framebuffer
  31498. */
  31499. restoreDefaultFramebuffer(): void;
  31500. /**
  31501. * Create an uniform buffer
  31502. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31503. * @param elements defines the content of the uniform buffer
  31504. * @returns the webGL uniform buffer
  31505. */
  31506. createUniformBuffer(elements: FloatArray): DataBuffer;
  31507. /**
  31508. * Create a dynamic uniform buffer
  31509. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31510. * @param elements defines the content of the uniform buffer
  31511. * @returns the webGL uniform buffer
  31512. */
  31513. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31514. /**
  31515. * Update an existing uniform buffer
  31516. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31517. * @param uniformBuffer defines the target uniform buffer
  31518. * @param elements defines the content to update
  31519. * @param offset defines the offset in the uniform buffer where update should start
  31520. * @param count defines the size of the data to update
  31521. */
  31522. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31523. private _resetVertexBufferBinding;
  31524. /**
  31525. * Creates a vertex buffer
  31526. * @param data the data for the vertex buffer
  31527. * @returns the new WebGL static buffer
  31528. */
  31529. createVertexBuffer(data: DataArray): DataBuffer;
  31530. /**
  31531. * Creates a dynamic vertex buffer
  31532. * @param data the data for the dynamic vertex buffer
  31533. * @returns the new WebGL dynamic buffer
  31534. */
  31535. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31536. /**
  31537. * Update a dynamic index buffer
  31538. * @param indexBuffer defines the target index buffer
  31539. * @param indices defines the data to update
  31540. * @param offset defines the offset in the target index buffer where update should start
  31541. */
  31542. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31543. /**
  31544. * Updates a dynamic vertex buffer.
  31545. * @param vertexBuffer the vertex buffer to update
  31546. * @param data the data used to update the vertex buffer
  31547. * @param byteOffset the byte offset of the data
  31548. * @param byteLength the byte length of the data
  31549. */
  31550. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31551. private _resetIndexBufferBinding;
  31552. /**
  31553. * Creates a new index buffer
  31554. * @param indices defines the content of the index buffer
  31555. * @param updatable defines if the index buffer must be updatable
  31556. * @returns a new webGL buffer
  31557. */
  31558. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31559. /**
  31560. * Bind a webGL buffer to the webGL context
  31561. * @param buffer defines the buffer to bind
  31562. */
  31563. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31564. /**
  31565. * Bind an uniform buffer to the current webGL context
  31566. * @param buffer defines the buffer to bind
  31567. */
  31568. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31569. /**
  31570. * Bind a buffer to the current webGL context at a given location
  31571. * @param buffer defines the buffer to bind
  31572. * @param location defines the index where to bind the buffer
  31573. */
  31574. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31575. /**
  31576. * Bind a specific block at a given index in a specific shader program
  31577. * @param pipelineContext defines the pipeline context to use
  31578. * @param blockName defines the block name
  31579. * @param index defines the index where to bind the block
  31580. */
  31581. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31582. private bindIndexBuffer;
  31583. private bindBuffer;
  31584. /**
  31585. * update the bound buffer with the given data
  31586. * @param data defines the data to update
  31587. */
  31588. updateArrayBuffer(data: Float32Array): void;
  31589. private _vertexAttribPointer;
  31590. private _bindIndexBufferWithCache;
  31591. private _bindVertexBuffersAttributes;
  31592. /**
  31593. * Records a vertex array object
  31594. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31595. * @param vertexBuffers defines the list of vertex buffers to store
  31596. * @param indexBuffer defines the index buffer to store
  31597. * @param effect defines the effect to store
  31598. * @returns the new vertex array object
  31599. */
  31600. recordVertexArrayObject(vertexBuffers: {
  31601. [key: string]: VertexBuffer;
  31602. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31603. /**
  31604. * Bind a specific vertex array object
  31605. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31606. * @param vertexArrayObject defines the vertex array object to bind
  31607. * @param indexBuffer defines the index buffer to bind
  31608. */
  31609. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31610. /**
  31611. * Bind webGl buffers directly to the webGL context
  31612. * @param vertexBuffer defines the vertex buffer to bind
  31613. * @param indexBuffer defines the index buffer to bind
  31614. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31615. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31616. * @param effect defines the effect associated with the vertex buffer
  31617. */
  31618. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31619. private _unbindVertexArrayObject;
  31620. /**
  31621. * Bind a list of vertex buffers to the webGL context
  31622. * @param vertexBuffers defines the list of vertex buffers to bind
  31623. * @param indexBuffer defines the index buffer to bind
  31624. * @param effect defines the effect associated with the vertex buffers
  31625. */
  31626. bindBuffers(vertexBuffers: {
  31627. [key: string]: Nullable<VertexBuffer>;
  31628. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31629. /**
  31630. * Unbind all instance attributes
  31631. */
  31632. unbindInstanceAttributes(): void;
  31633. /**
  31634. * Release and free the memory of a vertex array object
  31635. * @param vao defines the vertex array object to delete
  31636. */
  31637. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31638. /** @hidden */
  31639. _releaseBuffer(buffer: DataBuffer): boolean;
  31640. /**
  31641. * Creates a webGL buffer to use with instanciation
  31642. * @param capacity defines the size of the buffer
  31643. * @returns the webGL buffer
  31644. */
  31645. createInstancesBuffer(capacity: number): DataBuffer;
  31646. /**
  31647. * Delete a webGL buffer used with instanciation
  31648. * @param buffer defines the webGL buffer to delete
  31649. */
  31650. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31651. /**
  31652. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31653. * @param instancesBuffer defines the webGL buffer to update and bind
  31654. * @param data defines the data to store in the buffer
  31655. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31656. */
  31657. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31658. /**
  31659. * Apply all cached states (depth, culling, stencil and alpha)
  31660. */
  31661. applyStates(): void;
  31662. /**
  31663. * Send a draw order
  31664. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31665. * @param indexStart defines the starting index
  31666. * @param indexCount defines the number of index to draw
  31667. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31668. */
  31669. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31670. /**
  31671. * Draw a list of points
  31672. * @param verticesStart defines the index of first vertex to draw
  31673. * @param verticesCount defines the count of vertices to draw
  31674. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31675. */
  31676. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31677. /**
  31678. * Draw a list of unindexed primitives
  31679. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31680. * @param verticesStart defines the index of first vertex to draw
  31681. * @param verticesCount defines the count of vertices to draw
  31682. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31683. */
  31684. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31685. /**
  31686. * Draw a list of indexed primitives
  31687. * @param fillMode defines the primitive to use
  31688. * @param indexStart defines the starting index
  31689. * @param indexCount defines the number of index to draw
  31690. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31691. */
  31692. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31693. /**
  31694. * Draw a list of unindexed primitives
  31695. * @param fillMode defines the primitive to use
  31696. * @param verticesStart defines the index of first vertex to draw
  31697. * @param verticesCount defines the count of vertices to draw
  31698. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31699. */
  31700. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31701. private _drawMode;
  31702. /** @hidden */
  31703. _releaseEffect(effect: Effect): void;
  31704. /** @hidden */
  31705. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31706. /**
  31707. * Create a new effect (used to store vertex/fragment shaders)
  31708. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31709. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31710. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31711. * @param samplers defines an array of string used to represent textures
  31712. * @param defines defines the string containing the defines to use to compile the shaders
  31713. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31714. * @param onCompiled defines a function to call when the effect creation is successful
  31715. * @param onError defines a function to call when the effect creation has failed
  31716. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31717. * @returns the new Effect
  31718. */
  31719. 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;
  31720. private _compileShader;
  31721. private _compileRawShader;
  31722. /**
  31723. * Directly creates a webGL program
  31724. * @param pipelineContext defines the pipeline context to attach to
  31725. * @param vertexCode defines the vertex shader code to use
  31726. * @param fragmentCode defines the fragment shader code to use
  31727. * @param context defines the webGL context to use (if not set, the current one will be used)
  31728. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31729. * @returns the new webGL program
  31730. */
  31731. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31732. /**
  31733. * Creates a webGL program
  31734. * @param pipelineContext defines the pipeline context to attach to
  31735. * @param vertexCode defines the vertex shader code to use
  31736. * @param fragmentCode defines the fragment shader code to use
  31737. * @param defines defines the string containing the defines to use to compile the shaders
  31738. * @param context defines the webGL context to use (if not set, the current one will be used)
  31739. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31740. * @returns the new webGL program
  31741. */
  31742. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31743. /**
  31744. * Creates a new pipeline context
  31745. * @returns the new pipeline
  31746. */
  31747. createPipelineContext(): WebGLPipelineContext;
  31748. private _createShaderProgram;
  31749. private _finalizePipelineContext;
  31750. /** @hidden */
  31751. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31752. /** @hidden */
  31753. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31754. /** @hidden */
  31755. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31756. /**
  31757. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31758. * @param pipelineContext defines the pipeline context to use
  31759. * @param uniformsNames defines the list of uniform names
  31760. * @returns an array of webGL uniform locations
  31761. */
  31762. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31763. /**
  31764. * Gets the lsit of active attributes for a given webGL program
  31765. * @param pipelineContext defines the pipeline context to use
  31766. * @param attributesNames defines the list of attribute names to get
  31767. * @returns an array of indices indicating the offset of each attribute
  31768. */
  31769. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31770. /**
  31771. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31772. * @param effect defines the effect to activate
  31773. */
  31774. enableEffect(effect: Nullable<Effect>): void;
  31775. /**
  31776. * Set the value of an uniform to an array of int32
  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. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31781. /**
  31782. * Set the value of an uniform to an array of int32 (stored as vec2)
  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. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31787. /**
  31788. * Set the value of an uniform to an array of int32 (stored as vec3)
  31789. * @param uniform defines the webGL uniform location where to store the value
  31790. * @param array defines the array of int32 to store
  31791. */
  31792. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31793. /**
  31794. * Set the value of an uniform to an array of int32 (stored as vec4)
  31795. * @param uniform defines the webGL uniform location where to store the value
  31796. * @param array defines the array of int32 to store
  31797. */
  31798. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31799. /**
  31800. * Set the value of an uniform to an array of float32
  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. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31805. /**
  31806. * Set the value of an uniform to an array of float32 (stored as vec2)
  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. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31811. /**
  31812. * Set the value of an uniform to an array of float32 (stored as vec3)
  31813. * @param uniform defines the webGL uniform location where to store the value
  31814. * @param array defines the array of float32 to store
  31815. */
  31816. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31817. /**
  31818. * Set the value of an uniform to an array of float32 (stored as vec4)
  31819. * @param uniform defines the webGL uniform location where to store the value
  31820. * @param array defines the array of float32 to store
  31821. */
  31822. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31823. /**
  31824. * Set the value of an uniform to an array of number
  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. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31829. /**
  31830. * Set the value of an uniform to an array of number (stored as vec2)
  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. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31835. /**
  31836. * Set the value of an uniform to an array of number (stored as vec3)
  31837. * @param uniform defines the webGL uniform location where to store the value
  31838. * @param array defines the array of number to store
  31839. */
  31840. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31841. /**
  31842. * Set the value of an uniform to an array of number (stored as vec4)
  31843. * @param uniform defines the webGL uniform location where to store the value
  31844. * @param array defines the array of number to store
  31845. */
  31846. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31847. /**
  31848. * Set the value of an uniform to an array of float32 (stored as matrices)
  31849. * @param uniform defines the webGL uniform location where to store the value
  31850. * @param matrices defines the array of float32 to store
  31851. */
  31852. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31853. /**
  31854. * Set the value of an uniform to a matrix (3x3)
  31855. * @param uniform defines the webGL uniform location where to store the value
  31856. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31857. */
  31858. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31859. /**
  31860. * Set the value of an uniform to a matrix (2x2)
  31861. * @param uniform defines the webGL uniform location where to store the value
  31862. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31863. */
  31864. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31865. /**
  31866. * Set the value of an uniform to a number (int)
  31867. * @param uniform defines the webGL uniform location where to store the value
  31868. * @param value defines the int number to store
  31869. */
  31870. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31871. /**
  31872. * Set the value of an uniform to a number (float)
  31873. * @param uniform defines the webGL uniform location where to store the value
  31874. * @param value defines the float number to store
  31875. */
  31876. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31877. /**
  31878. * Set the value of an uniform to a vec2
  31879. * @param uniform defines the webGL uniform location where to store the value
  31880. * @param x defines the 1st component of the value
  31881. * @param y defines the 2nd component of the value
  31882. */
  31883. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31884. /**
  31885. * Set the value of an uniform to a vec3
  31886. * @param uniform defines the webGL uniform location where to store the value
  31887. * @param x defines the 1st component of the value
  31888. * @param y defines the 2nd component of the value
  31889. * @param z defines the 3rd component of the value
  31890. */
  31891. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31892. /**
  31893. * Set the value of an uniform to a boolean
  31894. * @param uniform defines the webGL uniform location where to store the value
  31895. * @param bool defines the boolean to store
  31896. */
  31897. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31898. /**
  31899. * Set the value of an uniform to a vec4
  31900. * @param uniform defines the webGL uniform location where to store the value
  31901. * @param x defines the 1st component of the value
  31902. * @param y defines the 2nd component of the value
  31903. * @param z defines the 3rd component of the value
  31904. * @param w defines the 4th component of the value
  31905. */
  31906. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31907. /**
  31908. * Sets a Color4 on a uniform variable
  31909. * @param uniform defines the uniform location
  31910. * @param color4 defines the value to be set
  31911. */
  31912. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31913. /**
  31914. * Set various states to the webGL context
  31915. * @param culling defines backface culling state
  31916. * @param zOffset defines the value to apply to zOffset (0 by default)
  31917. * @param force defines if states must be applied even if cache is up to date
  31918. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31919. */
  31920. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31921. /**
  31922. * Set the z offset to apply to current rendering
  31923. * @param value defines the offset to apply
  31924. */
  31925. setZOffset(value: number): void;
  31926. /**
  31927. * Gets the current value of the zOffset
  31928. * @returns the current zOffset state
  31929. */
  31930. getZOffset(): number;
  31931. /**
  31932. * Enable or disable depth buffering
  31933. * @param enable defines the state to set
  31934. */
  31935. setDepthBuffer(enable: boolean): void;
  31936. /**
  31937. * Gets a boolean indicating if depth writing is enabled
  31938. * @returns the current depth writing state
  31939. */
  31940. getDepthWrite(): boolean;
  31941. /**
  31942. * Enable or disable depth writing
  31943. * @param enable defines the state to set
  31944. */
  31945. setDepthWrite(enable: boolean): void;
  31946. /**
  31947. * Enable or disable color writing
  31948. * @param enable defines the state to set
  31949. */
  31950. setColorWrite(enable: boolean): void;
  31951. /**
  31952. * Gets a boolean indicating if color writing is enabled
  31953. * @returns the current color writing state
  31954. */
  31955. getColorWrite(): boolean;
  31956. /**
  31957. * Sets alpha constants used by some alpha blending modes
  31958. * @param r defines the red component
  31959. * @param g defines the green component
  31960. * @param b defines the blue component
  31961. * @param a defines the alpha component
  31962. */
  31963. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31964. /**
  31965. * Sets the current alpha mode
  31966. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31967. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31968. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31969. */
  31970. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31971. /**
  31972. * Gets the current alpha mode
  31973. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31974. * @returns the current alpha mode
  31975. */
  31976. getAlphaMode(): number;
  31977. /**
  31978. * Clears the list of texture accessible through engine.
  31979. * This can help preventing texture load conflict due to name collision.
  31980. */
  31981. clearInternalTexturesCache(): void;
  31982. /**
  31983. * Force the entire cache to be cleared
  31984. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31985. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31986. */
  31987. wipeCaches(bruteForce?: boolean): void;
  31988. /**
  31989. * Set the compressed texture format to use, based on the formats you have, and the formats
  31990. * supported by the hardware / browser.
  31991. *
  31992. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31993. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31994. * to API arguments needed to compressed textures. This puts the burden on the container
  31995. * generator to house the arcane code for determining these for current & future formats.
  31996. *
  31997. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31998. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31999. *
  32000. * Note: The result of this call is not taken into account when a texture is base64.
  32001. *
  32002. * @param formatsAvailable defines the list of those format families you have created
  32003. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32004. *
  32005. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32006. * @returns The extension selected.
  32007. */
  32008. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32009. /** @hidden */
  32010. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32011. min: number;
  32012. mag: number;
  32013. };
  32014. /** @hidden */
  32015. _createTexture(): WebGLTexture;
  32016. /**
  32017. * Usually called from Texture.ts.
  32018. * Passed information to create a WebGLTexture
  32019. * @param urlArg defines a value which contains one of the following:
  32020. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32021. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32022. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32023. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32024. * @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)
  32025. * @param scene needed for loading to the correct scene
  32026. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32027. * @param onLoad optional callback to be called upon successful completion
  32028. * @param onError optional callback to be called upon failure
  32029. * @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
  32030. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32031. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32032. * @param forcedExtension defines the extension to use to pick the right loader
  32033. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32034. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32035. */
  32036. 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;
  32037. /**
  32038. * @hidden
  32039. * Rescales a texture
  32040. * @param source input texutre
  32041. * @param destination destination texture
  32042. * @param scene scene to use to render the resize
  32043. * @param internalFormat format to use when resizing
  32044. * @param onComplete callback to be called when resize has completed
  32045. */
  32046. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32047. private _unpackFlipYCached;
  32048. /**
  32049. * In case you are sharing the context with other applications, it might
  32050. * be interested to not cache the unpack flip y state to ensure a consistent
  32051. * value would be set.
  32052. */
  32053. enableUnpackFlipYCached: boolean;
  32054. /** @hidden */
  32055. _unpackFlipY(value: boolean): void;
  32056. /** @hidden */
  32057. _getUnpackAlignement(): number;
  32058. /**
  32059. * Creates a dynamic texture
  32060. * @param width defines the width of the texture
  32061. * @param height defines the height of the texture
  32062. * @param generateMipMaps defines if the engine should generate the mip levels
  32063. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32064. * @returns the dynamic texture inside an InternalTexture
  32065. */
  32066. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32067. /**
  32068. * Update the sampling mode of a given texture
  32069. * @param samplingMode defines the required sampling mode
  32070. * @param texture defines the texture to update
  32071. */
  32072. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32073. /**
  32074. * Update the content of a dynamic texture
  32075. * @param texture defines the texture to update
  32076. * @param canvas defines the canvas containing the source
  32077. * @param invertY defines if data must be stored with Y axis inverted
  32078. * @param premulAlpha defines if alpha is stored as premultiplied
  32079. * @param format defines the format of the data
  32080. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32081. */
  32082. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32083. /**
  32084. * Update a video texture
  32085. * @param texture defines the texture to update
  32086. * @param video defines the video element to use
  32087. * @param invertY defines if data must be stored with Y axis inverted
  32088. */
  32089. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32090. /**
  32091. * Updates a depth texture Comparison Mode and Function.
  32092. * If the comparison Function is equal to 0, the mode will be set to none.
  32093. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32094. * @param texture The texture to set the comparison function for
  32095. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32096. */
  32097. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32098. /** @hidden */
  32099. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32100. width: number;
  32101. height: number;
  32102. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32103. /**
  32104. * Creates a depth stencil texture.
  32105. * This is only available in WebGL 2 or with the depth texture extension available.
  32106. * @param size The size of face edge in the texture.
  32107. * @param options The options defining the texture.
  32108. * @returns The texture
  32109. */
  32110. createDepthStencilTexture(size: number | {
  32111. width: number;
  32112. height: number;
  32113. }, options: DepthTextureCreationOptions): InternalTexture;
  32114. /**
  32115. * Creates a depth stencil texture.
  32116. * This is only available in WebGL 2 or with the depth texture extension available.
  32117. * @param size The size of face edge in the texture.
  32118. * @param options The options defining the texture.
  32119. * @returns The texture
  32120. */
  32121. private _createDepthStencilTexture;
  32122. /**
  32123. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32124. * @param renderTarget The render target to set the frame buffer for
  32125. */
  32126. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32127. /**
  32128. * Creates a new render target texture
  32129. * @param size defines the size of the texture
  32130. * @param options defines the options used to create the texture
  32131. * @returns a new render target texture stored in an InternalTexture
  32132. */
  32133. createRenderTargetTexture(size: number | {
  32134. width: number;
  32135. height: number;
  32136. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32137. /** @hidden */
  32138. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32139. /**
  32140. * Updates the sample count of a render target texture
  32141. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32142. * @param texture defines the texture to update
  32143. * @param samples defines the sample count to set
  32144. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32145. */
  32146. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32147. /** @hidden */
  32148. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32149. /** @hidden */
  32150. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32151. /** @hidden */
  32152. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32153. /** @hidden */
  32154. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32155. /**
  32156. * @hidden
  32157. */
  32158. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32159. private _prepareWebGLTextureContinuation;
  32160. private _prepareWebGLTexture;
  32161. /** @hidden */
  32162. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32163. /** @hidden */
  32164. _releaseFramebufferObjects(texture: InternalTexture): void;
  32165. /** @hidden */
  32166. _releaseTexture(texture: InternalTexture): void;
  32167. private setProgram;
  32168. private _boundUniforms;
  32169. /**
  32170. * Binds an effect to the webGL context
  32171. * @param effect defines the effect to bind
  32172. */
  32173. bindSamplers(effect: Effect): void;
  32174. private _activateCurrentTexture;
  32175. /** @hidden */
  32176. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32177. /** @hidden */
  32178. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32179. /**
  32180. * Sets a texture to the webGL context from a postprocess
  32181. * @param channel defines the channel to use
  32182. * @param postProcess defines the source postprocess
  32183. */
  32184. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32185. /**
  32186. * Binds the output of the passed in post process to the texture channel specified
  32187. * @param channel The channel the texture should be bound to
  32188. * @param postProcess The post process which's output should be bound
  32189. */
  32190. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32191. /**
  32192. * Unbind all textures from the webGL context
  32193. */
  32194. unbindAllTextures(): void;
  32195. /**
  32196. * Sets a texture to the according uniform.
  32197. * @param channel The texture channel
  32198. * @param uniform The uniform to set
  32199. * @param texture The texture to apply
  32200. */
  32201. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32202. /**
  32203. * Sets a depth stencil texture from a render target to the according uniform.
  32204. * @param channel The texture channel
  32205. * @param uniform The uniform to set
  32206. * @param texture The render target texture containing the depth stencil texture to apply
  32207. */
  32208. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32209. private _bindSamplerUniformToChannel;
  32210. private _getTextureWrapMode;
  32211. private _setTexture;
  32212. /**
  32213. * Sets an array of texture to the webGL context
  32214. * @param channel defines the channel where the texture array must be set
  32215. * @param uniform defines the associated uniform location
  32216. * @param textures defines the array of textures to bind
  32217. */
  32218. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32219. /** @hidden */
  32220. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32221. private _setTextureParameterFloat;
  32222. private _setTextureParameterInteger;
  32223. /**
  32224. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32225. * @param x defines the x coordinate of the rectangle where pixels must be read
  32226. * @param y defines the y coordinate of the rectangle where pixels must be read
  32227. * @param width defines the width of the rectangle where pixels must be read
  32228. * @param height defines the height of the rectangle where pixels must be read
  32229. * @returns a Uint8Array containing RGBA colors
  32230. */
  32231. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32232. /**
  32233. * Add an externaly attached data from its key.
  32234. * This method call will fail and return false, if such key already exists.
  32235. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32236. * @param key the unique key that identifies the data
  32237. * @param data the data object to associate to the key for this Engine instance
  32238. * @return true if no such key were already present and the data was added successfully, false otherwise
  32239. */
  32240. addExternalData<T>(key: string, data: T): boolean;
  32241. /**
  32242. * Get an externaly attached data from its key
  32243. * @param key the unique key that identifies the data
  32244. * @return the associated data, if present (can be null), or undefined if not present
  32245. */
  32246. getExternalData<T>(key: string): T;
  32247. /**
  32248. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32249. * @param key the unique key that identifies the data
  32250. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32251. * @return the associated data, can be null if the factory returned null.
  32252. */
  32253. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32254. /**
  32255. * Remove an externaly attached data from the Engine instance
  32256. * @param key the unique key that identifies the data
  32257. * @return true if the data was successfully removed, false if it doesn't exist
  32258. */
  32259. removeExternalData(key: string): boolean;
  32260. /**
  32261. * Unbind all vertex attributes from the webGL context
  32262. */
  32263. unbindAllAttributes(): void;
  32264. /**
  32265. * 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
  32266. */
  32267. releaseEffects(): void;
  32268. /**
  32269. * Dispose and release all associated resources
  32270. */
  32271. dispose(): void;
  32272. /**
  32273. * Display the loading screen
  32274. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32275. */
  32276. displayLoadingUI(): void;
  32277. /**
  32278. * Hide the loading screen
  32279. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32280. */
  32281. hideLoadingUI(): void;
  32282. /**
  32283. * Gets the current loading screen object
  32284. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32285. */
  32286. /**
  32287. * Sets the current loading screen object
  32288. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32289. */
  32290. loadingScreen: ILoadingScreen;
  32291. /**
  32292. * Sets the current loading screen text
  32293. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32294. */
  32295. loadingUIText: string;
  32296. /**
  32297. * Sets the current loading screen background color
  32298. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32299. */
  32300. loadingUIBackgroundColor: string;
  32301. /**
  32302. * Attach a new callback raised when context lost event is fired
  32303. * @param callback defines the callback to call
  32304. */
  32305. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32306. /**
  32307. * Attach a new callback raised when context restored event is fired
  32308. * @param callback defines the callback to call
  32309. */
  32310. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32311. /**
  32312. * Gets the source code of the vertex shader associated with a specific webGL program
  32313. * @param program defines the program to use
  32314. * @returns a string containing the source code of the vertex shader associated with the program
  32315. */
  32316. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32317. /**
  32318. * Gets the source code of the fragment shader associated with a specific webGL program
  32319. * @param program defines the program to use
  32320. * @returns a string containing the source code of the fragment shader associated with the program
  32321. */
  32322. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32323. /**
  32324. * Get the current error code of the webGL context
  32325. * @returns the error code
  32326. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32327. */
  32328. getError(): number;
  32329. /**
  32330. * Gets the current framerate
  32331. * @returns a number representing the framerate
  32332. */
  32333. getFps(): number;
  32334. /**
  32335. * Gets the time spent between current and previous frame
  32336. * @returns a number representing the delta time in ms
  32337. */
  32338. getDeltaTime(): number;
  32339. private _measureFps;
  32340. /** @hidden */
  32341. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32342. private _canRenderToFloatFramebuffer;
  32343. private _canRenderToHalfFloatFramebuffer;
  32344. private _canRenderToFramebuffer;
  32345. /** @hidden */
  32346. _getWebGLTextureType(type: number): number;
  32347. /** @hidden */
  32348. _getInternalFormat(format: number): number;
  32349. /** @hidden */
  32350. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32351. /** @hidden */
  32352. _getRGBAMultiSampleBufferFormat(type: number): number;
  32353. /** @hidden */
  32354. _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;
  32355. /** @hidden */
  32356. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32357. /**
  32358. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32359. * @returns true if the engine can be created
  32360. * @ignorenaming
  32361. */
  32362. static isSupported(): boolean;
  32363. /**
  32364. * Find the next highest power of two.
  32365. * @param x Number to start search from.
  32366. * @return Next highest power of two.
  32367. */
  32368. static CeilingPOT(x: number): number;
  32369. /**
  32370. * Find the next lowest power of two.
  32371. * @param x Number to start search from.
  32372. * @return Next lowest power of two.
  32373. */
  32374. static FloorPOT(x: number): number;
  32375. /**
  32376. * Find the nearest power of two.
  32377. * @param x Number to start search from.
  32378. * @return Next nearest power of two.
  32379. */
  32380. static NearestPOT(x: number): number;
  32381. /**
  32382. * Get the closest exponent of two
  32383. * @param value defines the value to approximate
  32384. * @param max defines the maximum value to return
  32385. * @param mode defines how to define the closest value
  32386. * @returns closest exponent of two of the given value
  32387. */
  32388. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32389. /**
  32390. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32391. * @param func - the function to be called
  32392. * @param requester - the object that will request the next frame. Falls back to window.
  32393. * @returns frame number
  32394. */
  32395. static QueueNewFrame(func: () => void, requester?: any): number;
  32396. /**
  32397. * Ask the browser to promote the current element to pointerlock mode
  32398. * @param element defines the DOM element to promote
  32399. */
  32400. static _RequestPointerlock(element: HTMLElement): void;
  32401. /**
  32402. * Asks the browser to exit pointerlock mode
  32403. */
  32404. static _ExitPointerlock(): void;
  32405. /**
  32406. * Ask the browser to promote the current element to fullscreen rendering mode
  32407. * @param element defines the DOM element to promote
  32408. */
  32409. static _RequestFullscreen(element: HTMLElement): void;
  32410. /**
  32411. * Asks the browser to exit fullscreen mode
  32412. */
  32413. static _ExitFullscreen(): void;
  32414. }
  32415. }
  32416. declare module "babylonjs/Engines/engineStore" {
  32417. import { Nullable } from "babylonjs/types";
  32418. import { Engine } from "babylonjs/Engines/engine";
  32419. import { Scene } from "babylonjs/scene";
  32420. /**
  32421. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32422. * during the life time of the application.
  32423. */
  32424. export class EngineStore {
  32425. /** Gets the list of created engines */
  32426. static Instances: import("babylonjs/Engines/engine").Engine[];
  32427. /** @hidden */
  32428. static _LastCreatedScene: Nullable<Scene>;
  32429. /**
  32430. * Gets the latest created engine
  32431. */
  32432. static readonly LastCreatedEngine: Nullable<Engine>;
  32433. /**
  32434. * Gets the latest created scene
  32435. */
  32436. static readonly LastCreatedScene: Nullable<Scene>;
  32437. /**
  32438. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32439. * @ignorenaming
  32440. */
  32441. static UseFallbackTexture: boolean;
  32442. /**
  32443. * Texture content used if a texture cannot loaded
  32444. * @ignorenaming
  32445. */
  32446. static FallbackTexture: string;
  32447. }
  32448. }
  32449. declare module "babylonjs/Misc/promise" {
  32450. /**
  32451. * Helper class that provides a small promise polyfill
  32452. */
  32453. export class PromisePolyfill {
  32454. /**
  32455. * Static function used to check if the polyfill is required
  32456. * If this is the case then the function will inject the polyfill to window.Promise
  32457. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32458. */
  32459. static Apply(force?: boolean): void;
  32460. }
  32461. }
  32462. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32463. /**
  32464. * Interface for screenshot methods with describe argument called `size` as object with options
  32465. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32466. */
  32467. export interface IScreenshotSize {
  32468. /**
  32469. * number in pixels for canvas height
  32470. */
  32471. height?: number;
  32472. /**
  32473. * multiplier allowing render at a higher or lower resolution
  32474. * If value is defined then height and width will be ignored and taken from camera
  32475. */
  32476. precision?: number;
  32477. /**
  32478. * number in pixels for canvas width
  32479. */
  32480. width?: number;
  32481. }
  32482. }
  32483. declare module "babylonjs/Misc/tools" {
  32484. import { Nullable, float } from "babylonjs/types";
  32485. import { DomManagement } from "babylonjs/Misc/domManagement";
  32486. import { WebRequest } from "babylonjs/Misc/webRequest";
  32487. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32488. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32489. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32490. import { Camera } from "babylonjs/Cameras/camera";
  32491. import { Engine } from "babylonjs/Engines/engine";
  32492. interface IColor4Like {
  32493. r: float;
  32494. g: float;
  32495. b: float;
  32496. a: float;
  32497. }
  32498. /**
  32499. * Class containing a set of static utilities functions
  32500. */
  32501. export class Tools {
  32502. /**
  32503. * Gets or sets the base URL to use to load assets
  32504. */
  32505. static BaseUrl: string;
  32506. /**
  32507. * Enable/Disable Custom HTTP Request Headers globally.
  32508. * default = false
  32509. * @see CustomRequestHeaders
  32510. */
  32511. static UseCustomRequestHeaders: boolean;
  32512. /**
  32513. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32514. * i.e. when loading files, where the server/service expects an Authorization header
  32515. */
  32516. static CustomRequestHeaders: {
  32517. [key: string]: string;
  32518. };
  32519. /**
  32520. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32521. */
  32522. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32523. /**
  32524. * Default behaviour for cors in the application.
  32525. * It can be a string if the expected behavior is identical in the entire app.
  32526. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32527. */
  32528. static CorsBehavior: string | ((url: string | string[]) => string);
  32529. /**
  32530. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32531. * @ignorenaming
  32532. */
  32533. static UseFallbackTexture: boolean;
  32534. /**
  32535. * Use this object to register external classes like custom textures or material
  32536. * to allow the laoders to instantiate them
  32537. */
  32538. static RegisteredExternalClasses: {
  32539. [key: string]: Object;
  32540. };
  32541. /**
  32542. * Texture content used if a texture cannot loaded
  32543. * @ignorenaming
  32544. */
  32545. static fallbackTexture: string;
  32546. /**
  32547. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32548. * @param u defines the coordinate on X axis
  32549. * @param v defines the coordinate on Y axis
  32550. * @param width defines the width of the source data
  32551. * @param height defines the height of the source data
  32552. * @param pixels defines the source byte array
  32553. * @param color defines the output color
  32554. */
  32555. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32556. /**
  32557. * Interpolates between a and b via alpha
  32558. * @param a The lower value (returned when alpha = 0)
  32559. * @param b The upper value (returned when alpha = 1)
  32560. * @param alpha The interpolation-factor
  32561. * @return The mixed value
  32562. */
  32563. static Mix(a: number, b: number, alpha: number): number;
  32564. /**
  32565. * Tries to instantiate a new object from a given class name
  32566. * @param className defines the class name to instantiate
  32567. * @returns the new object or null if the system was not able to do the instantiation
  32568. */
  32569. static Instantiate(className: string): any;
  32570. /**
  32571. * Provides a slice function that will work even on IE
  32572. * @param data defines the array to slice
  32573. * @param start defines the start of the data (optional)
  32574. * @param end defines the end of the data (optional)
  32575. * @returns the new sliced array
  32576. */
  32577. static Slice<T>(data: T, start?: number, end?: number): T;
  32578. /**
  32579. * Polyfill for setImmediate
  32580. * @param action defines the action to execute after the current execution block
  32581. */
  32582. static SetImmediate(action: () => void): void;
  32583. /**
  32584. * Function indicating if a number is an exponent of 2
  32585. * @param value defines the value to test
  32586. * @returns true if the value is an exponent of 2
  32587. */
  32588. static IsExponentOfTwo(value: number): boolean;
  32589. private static _tmpFloatArray;
  32590. /**
  32591. * Returns the nearest 32-bit single precision float representation of a Number
  32592. * @param value A Number. If the parameter is of a different type, it will get converted
  32593. * to a number or to NaN if it cannot be converted
  32594. * @returns number
  32595. */
  32596. static FloatRound(value: number): number;
  32597. /**
  32598. * Extracts the filename from a path
  32599. * @param path defines the path to use
  32600. * @returns the filename
  32601. */
  32602. static GetFilename(path: string): string;
  32603. /**
  32604. * Extracts the "folder" part of a path (everything before the filename).
  32605. * @param uri The URI to extract the info from
  32606. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32607. * @returns The "folder" part of the path
  32608. */
  32609. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32610. /**
  32611. * Extracts text content from a DOM element hierarchy
  32612. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32613. */
  32614. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32615. /**
  32616. * Convert an angle in radians to degrees
  32617. * @param angle defines the angle to convert
  32618. * @returns the angle in degrees
  32619. */
  32620. static ToDegrees(angle: number): number;
  32621. /**
  32622. * Convert an angle in degrees to radians
  32623. * @param angle defines the angle to convert
  32624. * @returns the angle in radians
  32625. */
  32626. static ToRadians(angle: number): number;
  32627. /**
  32628. * Encode a buffer to a base64 string
  32629. * @param buffer defines the buffer to encode
  32630. * @returns the encoded string
  32631. */
  32632. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32633. /**
  32634. * Returns an array if obj is not an array
  32635. * @param obj defines the object to evaluate as an array
  32636. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32637. * @returns either obj directly if obj is an array or a new array containing obj
  32638. */
  32639. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32640. /**
  32641. * Gets the pointer prefix to use
  32642. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32643. */
  32644. static GetPointerPrefix(): string;
  32645. /**
  32646. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32647. * @param url define the url we are trying
  32648. * @param element define the dom element where to configure the cors policy
  32649. */
  32650. static SetCorsBehavior(url: string | string[], element: {
  32651. crossOrigin: string | null;
  32652. }): void;
  32653. /**
  32654. * Removes unwanted characters from an url
  32655. * @param url defines the url to clean
  32656. * @returns the cleaned url
  32657. */
  32658. static CleanUrl(url: string): string;
  32659. /**
  32660. * Gets or sets a function used to pre-process url before using them to load assets
  32661. */
  32662. static PreprocessUrl: (url: string) => string;
  32663. /**
  32664. * Loads an image as an HTMLImageElement.
  32665. * @param input url string, ArrayBuffer, or Blob to load
  32666. * @param onLoad callback called when the image successfully loads
  32667. * @param onError callback called when the image fails to load
  32668. * @param offlineProvider offline provider for caching
  32669. * @returns the HTMLImageElement of the loaded image
  32670. */
  32671. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32672. /**
  32673. * Loads a file
  32674. * @param url url string, ArrayBuffer, or Blob to load
  32675. * @param onSuccess callback called when the file successfully loads
  32676. * @param onProgress callback called while file is loading (if the server supports this mode)
  32677. * @param offlineProvider defines the offline provider for caching
  32678. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32679. * @param onError callback called when the file fails to load
  32680. * @returns a file request object
  32681. */
  32682. 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;
  32683. /**
  32684. * Loads a file from a url
  32685. * @param url the file url to load
  32686. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32687. */
  32688. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32689. /**
  32690. * Load a script (identified by an url). When the url returns, the
  32691. * content of this file is added into a new script element, attached to the DOM (body element)
  32692. * @param scriptUrl defines the url of the script to laod
  32693. * @param onSuccess defines the callback called when the script is loaded
  32694. * @param onError defines the callback to call if an error occurs
  32695. * @param scriptId defines the id of the script element
  32696. */
  32697. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32698. /**
  32699. * Load an asynchronous script (identified by an url). When the url returns, the
  32700. * content of this file is added into a new script element, attached to the DOM (body element)
  32701. * @param scriptUrl defines the url of the script to laod
  32702. * @param scriptId defines the id of the script element
  32703. * @returns a promise request object
  32704. */
  32705. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32706. /**
  32707. * Loads a file from a blob
  32708. * @param fileToLoad defines the blob to use
  32709. * @param callback defines the callback to call when data is loaded
  32710. * @param progressCallback defines the callback to call during loading process
  32711. * @returns a file request object
  32712. */
  32713. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32714. /**
  32715. * Loads a file
  32716. * @param fileToLoad defines the file to load
  32717. * @param callback defines the callback to call when data is loaded
  32718. * @param progressCallBack defines the callback to call during loading process
  32719. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32720. * @returns a file request object
  32721. */
  32722. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32723. /**
  32724. * Creates a data url from a given string content
  32725. * @param content defines the content to convert
  32726. * @returns the new data url link
  32727. */
  32728. static FileAsURL(content: string): string;
  32729. /**
  32730. * Format the given number to a specific decimal format
  32731. * @param value defines the number to format
  32732. * @param decimals defines the number of decimals to use
  32733. * @returns the formatted string
  32734. */
  32735. static Format(value: number, decimals?: number): string;
  32736. /**
  32737. * Tries to copy an object by duplicating every property
  32738. * @param source defines the source object
  32739. * @param destination defines the target object
  32740. * @param doNotCopyList defines a list of properties to avoid
  32741. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32742. */
  32743. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32744. /**
  32745. * Gets a boolean indicating if the given object has no own property
  32746. * @param obj defines the object to test
  32747. * @returns true if object has no own property
  32748. */
  32749. static IsEmpty(obj: any): boolean;
  32750. /**
  32751. * Function used to register events at window level
  32752. * @param windowElement defines the Window object to use
  32753. * @param events defines the events to register
  32754. */
  32755. static RegisterTopRootEvents(windowElement: Window, events: {
  32756. name: string;
  32757. handler: Nullable<(e: FocusEvent) => any>;
  32758. }[]): void;
  32759. /**
  32760. * Function used to unregister events from window level
  32761. * @param windowElement defines the Window object to use
  32762. * @param events defines the events to unregister
  32763. */
  32764. static UnregisterTopRootEvents(windowElement: Window, events: {
  32765. name: string;
  32766. handler: Nullable<(e: FocusEvent) => any>;
  32767. }[]): void;
  32768. /**
  32769. * @ignore
  32770. */
  32771. static _ScreenshotCanvas: HTMLCanvasElement;
  32772. /**
  32773. * Dumps the current bound framebuffer
  32774. * @param width defines the rendering width
  32775. * @param height defines the rendering height
  32776. * @param engine defines the hosting engine
  32777. * @param successCallback defines the callback triggered once the data are available
  32778. * @param mimeType defines the mime type of the result
  32779. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32780. */
  32781. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32782. /**
  32783. * Converts the canvas data to blob.
  32784. * This acts as a polyfill for browsers not supporting the to blob function.
  32785. * @param canvas Defines the canvas to extract the data from
  32786. * @param successCallback Defines the callback triggered once the data are available
  32787. * @param mimeType Defines the mime type of the result
  32788. */
  32789. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32790. /**
  32791. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32792. * @param successCallback defines the callback triggered once the data are available
  32793. * @param mimeType defines the mime type of the result
  32794. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32795. */
  32796. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32797. /**
  32798. * Downloads a blob in the browser
  32799. * @param blob defines the blob to download
  32800. * @param fileName defines the name of the downloaded file
  32801. */
  32802. static Download(blob: Blob, fileName: string): void;
  32803. /**
  32804. * Captures a screenshot of the current rendering
  32805. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32806. * @param engine defines the rendering engine
  32807. * @param camera defines the source camera
  32808. * @param size This parameter can be set to a single number or to an object with the
  32809. * following (optional) properties: precision, width, height. If a single number is passed,
  32810. * it will be used for both width and height. If an object is passed, the screenshot size
  32811. * will be derived from the parameters. The precision property is a multiplier allowing
  32812. * rendering at a higher or lower resolution
  32813. * @param successCallback defines the callback receives a single parameter which contains the
  32814. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32815. * src parameter of an <img> to display it
  32816. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32817. * Check your browser for supported MIME types
  32818. */
  32819. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32820. /**
  32821. * Captures a screenshot of the current rendering
  32822. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32823. * @param engine defines the rendering engine
  32824. * @param camera defines the source camera
  32825. * @param size This parameter can be set to a single number or to an object with the
  32826. * following (optional) properties: precision, width, height. If a single number is passed,
  32827. * it will be used for both width and height. If an object is passed, the screenshot size
  32828. * will be derived from the parameters. The precision property is a multiplier allowing
  32829. * rendering at a higher or lower resolution
  32830. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32831. * Check your browser for supported MIME types
  32832. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32833. * to the src parameter of an <img> to display it
  32834. */
  32835. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32836. /**
  32837. * Generates an image screenshot from the specified camera.
  32838. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32839. * @param engine The engine to use for rendering
  32840. * @param camera The camera to use for rendering
  32841. * @param size This parameter can be set to a single number or to an object with the
  32842. * following (optional) properties: precision, width, height. If a single number is passed,
  32843. * it will be used for both width and height. If an object is passed, the screenshot size
  32844. * will be derived from the parameters. The precision property is a multiplier allowing
  32845. * rendering at a higher or lower resolution
  32846. * @param successCallback The callback receives a single parameter which contains the
  32847. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32848. * src parameter of an <img> to display it
  32849. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32850. * Check your browser for supported MIME types
  32851. * @param samples Texture samples (default: 1)
  32852. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32853. * @param fileName A name for for the downloaded file.
  32854. */
  32855. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32856. /**
  32857. * Generates an image screenshot from the specified camera.
  32858. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32859. * @param engine The engine to use for rendering
  32860. * @param camera The camera to use for rendering
  32861. * @param size This parameter can be set to a single number or to an object with the
  32862. * following (optional) properties: precision, width, height. If a single number is passed,
  32863. * it will be used for both width and height. If an object is passed, the screenshot size
  32864. * will be derived from the parameters. The precision property is a multiplier allowing
  32865. * rendering at a higher or lower resolution
  32866. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32867. * Check your browser for supported MIME types
  32868. * @param samples Texture samples (default: 1)
  32869. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32870. * @param fileName A name for for the downloaded file.
  32871. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32872. * to the src parameter of an <img> to display it
  32873. */
  32874. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32875. /**
  32876. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32877. * Be aware Math.random() could cause collisions, but:
  32878. * "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"
  32879. * @returns a pseudo random id
  32880. */
  32881. static RandomId(): string;
  32882. /**
  32883. * Test if the given uri is a base64 string
  32884. * @param uri The uri to test
  32885. * @return True if the uri is a base64 string or false otherwise
  32886. */
  32887. static IsBase64(uri: string): boolean;
  32888. /**
  32889. * Decode the given base64 uri.
  32890. * @param uri The uri to decode
  32891. * @return The decoded base64 data.
  32892. */
  32893. static DecodeBase64(uri: string): ArrayBuffer;
  32894. /**
  32895. * Gets the absolute url.
  32896. * @param url the input url
  32897. * @return the absolute url
  32898. */
  32899. static GetAbsoluteUrl(url: string): string;
  32900. /**
  32901. * No log
  32902. */
  32903. static readonly NoneLogLevel: number;
  32904. /**
  32905. * Only message logs
  32906. */
  32907. static readonly MessageLogLevel: number;
  32908. /**
  32909. * Only warning logs
  32910. */
  32911. static readonly WarningLogLevel: number;
  32912. /**
  32913. * Only error logs
  32914. */
  32915. static readonly ErrorLogLevel: number;
  32916. /**
  32917. * All logs
  32918. */
  32919. static readonly AllLogLevel: number;
  32920. /**
  32921. * Gets a value indicating the number of loading errors
  32922. * @ignorenaming
  32923. */
  32924. static readonly errorsCount: number;
  32925. /**
  32926. * Callback called when a new log is added
  32927. */
  32928. static OnNewCacheEntry: (entry: string) => void;
  32929. /**
  32930. * Log a message to the console
  32931. * @param message defines the message to log
  32932. */
  32933. static Log(message: string): void;
  32934. /**
  32935. * Write a warning message to the console
  32936. * @param message defines the message to log
  32937. */
  32938. static Warn(message: string): void;
  32939. /**
  32940. * Write an error message to the console
  32941. * @param message defines the message to log
  32942. */
  32943. static Error(message: string): void;
  32944. /**
  32945. * Gets current log cache (list of logs)
  32946. */
  32947. static readonly LogCache: string;
  32948. /**
  32949. * Clears the log cache
  32950. */
  32951. static ClearLogCache(): void;
  32952. /**
  32953. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32954. */
  32955. static LogLevels: number;
  32956. /**
  32957. * Checks if the window object exists
  32958. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32959. */
  32960. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32961. /**
  32962. * No performance log
  32963. */
  32964. static readonly PerformanceNoneLogLevel: number;
  32965. /**
  32966. * Use user marks to log performance
  32967. */
  32968. static readonly PerformanceUserMarkLogLevel: number;
  32969. /**
  32970. * Log performance to the console
  32971. */
  32972. static readonly PerformanceConsoleLogLevel: number;
  32973. private static _performance;
  32974. /**
  32975. * Sets the current performance log level
  32976. */
  32977. static PerformanceLogLevel: number;
  32978. private static _StartPerformanceCounterDisabled;
  32979. private static _EndPerformanceCounterDisabled;
  32980. private static _StartUserMark;
  32981. private static _EndUserMark;
  32982. private static _StartPerformanceConsole;
  32983. private static _EndPerformanceConsole;
  32984. /**
  32985. * Starts a performance counter
  32986. */
  32987. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32988. /**
  32989. * Ends a specific performance coutner
  32990. */
  32991. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32992. /**
  32993. * Gets either window.performance.now() if supported or Date.now() else
  32994. */
  32995. static readonly Now: number;
  32996. /**
  32997. * This method will return the name of the class used to create the instance of the given object.
  32998. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32999. * @param object the object to get the class name from
  33000. * @param isType defines if the object is actually a type
  33001. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33002. */
  33003. static GetClassName(object: any, isType?: boolean): string;
  33004. /**
  33005. * Gets the first element of an array satisfying a given predicate
  33006. * @param array defines the array to browse
  33007. * @param predicate defines the predicate to use
  33008. * @returns null if not found or the element
  33009. */
  33010. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33011. /**
  33012. * This method will return the name of the full name of the class, including its owning module (if any).
  33013. * 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).
  33014. * @param object the object to get the class name from
  33015. * @param isType defines if the object is actually a type
  33016. * @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.
  33017. * @ignorenaming
  33018. */
  33019. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33020. /**
  33021. * Returns a promise that resolves after the given amount of time.
  33022. * @param delay Number of milliseconds to delay
  33023. * @returns Promise that resolves after the given amount of time
  33024. */
  33025. static DelayAsync(delay: number): Promise<void>;
  33026. }
  33027. /**
  33028. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33029. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33030. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33031. * @param name The name of the class, case should be preserved
  33032. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33033. */
  33034. export function className(name: string, module?: string): (target: Object) => void;
  33035. /**
  33036. * An implementation of a loop for asynchronous functions.
  33037. */
  33038. export class AsyncLoop {
  33039. /**
  33040. * Defines the number of iterations for the loop
  33041. */
  33042. iterations: number;
  33043. /**
  33044. * Defines the current index of the loop.
  33045. */
  33046. index: number;
  33047. private _done;
  33048. private _fn;
  33049. private _successCallback;
  33050. /**
  33051. * Constructor.
  33052. * @param iterations the number of iterations.
  33053. * @param func the function to run each iteration
  33054. * @param successCallback the callback that will be called upon succesful execution
  33055. * @param offset starting offset.
  33056. */
  33057. constructor(
  33058. /**
  33059. * Defines the number of iterations for the loop
  33060. */
  33061. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33062. /**
  33063. * Execute the next iteration. Must be called after the last iteration was finished.
  33064. */
  33065. executeNext(): void;
  33066. /**
  33067. * Break the loop and run the success callback.
  33068. */
  33069. breakLoop(): void;
  33070. /**
  33071. * Create and run an async loop.
  33072. * @param iterations the number of iterations.
  33073. * @param fn the function to run each iteration
  33074. * @param successCallback the callback that will be called upon succesful execution
  33075. * @param offset starting offset.
  33076. * @returns the created async loop object
  33077. */
  33078. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33079. /**
  33080. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33081. * @param iterations total number of iterations
  33082. * @param syncedIterations number of synchronous iterations in each async iteration.
  33083. * @param fn the function to call each iteration.
  33084. * @param callback a success call back that will be called when iterating stops.
  33085. * @param breakFunction a break condition (optional)
  33086. * @param timeout timeout settings for the setTimeout function. default - 0.
  33087. * @returns the created async loop object
  33088. */
  33089. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33090. }
  33091. }
  33092. declare module "babylonjs/Collisions/collisionCoordinator" {
  33093. import { Nullable } from "babylonjs/types";
  33094. import { Scene } from "babylonjs/scene";
  33095. import { Vector3 } from "babylonjs/Maths/math.vector";
  33096. import { Collider } from "babylonjs/Collisions/collider";
  33097. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33098. /** @hidden */
  33099. export interface ICollisionCoordinator {
  33100. createCollider(): Collider;
  33101. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33102. init(scene: Scene): void;
  33103. }
  33104. /** @hidden */
  33105. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33106. private _scene;
  33107. private _scaledPosition;
  33108. private _scaledVelocity;
  33109. private _finalPosition;
  33110. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33111. createCollider(): Collider;
  33112. init(scene: Scene): void;
  33113. private _collideWithWorld;
  33114. }
  33115. }
  33116. declare module "babylonjs/Inputs/scene.inputManager" {
  33117. import { Nullable } from "babylonjs/types";
  33118. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33119. import { Vector2 } from "babylonjs/Maths/math.vector";
  33120. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33121. import { Scene } from "babylonjs/scene";
  33122. /**
  33123. * Class used to manage all inputs for the scene.
  33124. */
  33125. export class InputManager {
  33126. /** The distance in pixel that you have to move to prevent some events */
  33127. static DragMovementThreshold: number;
  33128. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33129. static LongPressDelay: number;
  33130. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33131. static DoubleClickDelay: number;
  33132. /** If you need to check double click without raising a single click at first click, enable this flag */
  33133. static ExclusiveDoubleClickMode: boolean;
  33134. private _wheelEventName;
  33135. private _onPointerMove;
  33136. private _onPointerDown;
  33137. private _onPointerUp;
  33138. private _initClickEvent;
  33139. private _initActionManager;
  33140. private _delayedSimpleClick;
  33141. private _delayedSimpleClickTimeout;
  33142. private _previousDelayedSimpleClickTimeout;
  33143. private _meshPickProceed;
  33144. private _previousButtonPressed;
  33145. private _currentPickResult;
  33146. private _previousPickResult;
  33147. private _totalPointersPressed;
  33148. private _doubleClickOccured;
  33149. private _pointerOverMesh;
  33150. private _pickedDownMesh;
  33151. private _pickedUpMesh;
  33152. private _pointerX;
  33153. private _pointerY;
  33154. private _unTranslatedPointerX;
  33155. private _unTranslatedPointerY;
  33156. private _startingPointerPosition;
  33157. private _previousStartingPointerPosition;
  33158. private _startingPointerTime;
  33159. private _previousStartingPointerTime;
  33160. private _pointerCaptures;
  33161. private _onKeyDown;
  33162. private _onKeyUp;
  33163. private _onCanvasFocusObserver;
  33164. private _onCanvasBlurObserver;
  33165. private _scene;
  33166. /**
  33167. * Creates a new InputManager
  33168. * @param scene defines the hosting scene
  33169. */
  33170. constructor(scene: Scene);
  33171. /**
  33172. * Gets the mesh that is currently under the pointer
  33173. */
  33174. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33175. /**
  33176. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33177. */
  33178. readonly unTranslatedPointer: Vector2;
  33179. /**
  33180. * Gets or sets the current on-screen X position of the pointer
  33181. */
  33182. pointerX: number;
  33183. /**
  33184. * Gets or sets the current on-screen Y position of the pointer
  33185. */
  33186. pointerY: number;
  33187. private _updatePointerPosition;
  33188. private _processPointerMove;
  33189. private _setRayOnPointerInfo;
  33190. private _checkPrePointerObservable;
  33191. /**
  33192. * Use this method to simulate a pointer move on a mesh
  33193. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33194. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33195. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33196. */
  33197. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33198. /**
  33199. * Use this method to simulate a pointer down on a mesh
  33200. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33201. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33202. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33203. */
  33204. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33205. private _processPointerDown;
  33206. /** @hidden */
  33207. _isPointerSwiping(): boolean;
  33208. /**
  33209. * Use this method to simulate a pointer up on a mesh
  33210. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33211. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33212. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33213. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33214. */
  33215. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33216. private _processPointerUp;
  33217. /**
  33218. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33219. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33220. * @returns true if the pointer was captured
  33221. */
  33222. isPointerCaptured(pointerId?: number): boolean;
  33223. /**
  33224. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33225. * @param attachUp defines if you want to attach events to pointerup
  33226. * @param attachDown defines if you want to attach events to pointerdown
  33227. * @param attachMove defines if you want to attach events to pointermove
  33228. */
  33229. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33230. /**
  33231. * Detaches all event handlers
  33232. */
  33233. detachControl(): void;
  33234. /**
  33235. * Force the value of meshUnderPointer
  33236. * @param mesh defines the mesh to use
  33237. */
  33238. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33239. /**
  33240. * Gets the mesh under the pointer
  33241. * @returns a Mesh or null if no mesh is under the pointer
  33242. */
  33243. getPointerOverMesh(): Nullable<AbstractMesh>;
  33244. }
  33245. }
  33246. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33247. /**
  33248. * Helper class used to generate session unique ID
  33249. */
  33250. export class UniqueIdGenerator {
  33251. private static _UniqueIdCounter;
  33252. /**
  33253. * Gets an unique (relatively to the current scene) Id
  33254. */
  33255. static readonly UniqueId: number;
  33256. }
  33257. }
  33258. declare module "babylonjs/Animations/animationGroup" {
  33259. import { Animatable } from "babylonjs/Animations/animatable";
  33260. import { Animation } from "babylonjs/Animations/animation";
  33261. import { Scene, IDisposable } from "babylonjs/scene";
  33262. import { Observable } from "babylonjs/Misc/observable";
  33263. import { Nullable } from "babylonjs/types";
  33264. import "babylonjs/Animations/animatable";
  33265. /**
  33266. * This class defines the direct association between an animation and a target
  33267. */
  33268. export class TargetedAnimation {
  33269. /**
  33270. * Animation to perform
  33271. */
  33272. animation: Animation;
  33273. /**
  33274. * Target to animate
  33275. */
  33276. target: any;
  33277. /**
  33278. * Serialize the object
  33279. * @returns the JSON object representing the current entity
  33280. */
  33281. serialize(): any;
  33282. }
  33283. /**
  33284. * Use this class to create coordinated animations on multiple targets
  33285. */
  33286. export class AnimationGroup implements IDisposable {
  33287. /** The name of the animation group */
  33288. name: string;
  33289. private _scene;
  33290. private _targetedAnimations;
  33291. private _animatables;
  33292. private _from;
  33293. private _to;
  33294. private _isStarted;
  33295. private _isPaused;
  33296. private _speedRatio;
  33297. private _loopAnimation;
  33298. /**
  33299. * Gets or sets the unique id of the node
  33300. */
  33301. uniqueId: number;
  33302. /**
  33303. * This observable will notify when one animation have ended
  33304. */
  33305. onAnimationEndObservable: Observable<TargetedAnimation>;
  33306. /**
  33307. * Observer raised when one animation loops
  33308. */
  33309. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33310. /**
  33311. * This observable will notify when all animations have ended.
  33312. */
  33313. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33314. /**
  33315. * This observable will notify when all animations have paused.
  33316. */
  33317. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33318. /**
  33319. * This observable will notify when all animations are playing.
  33320. */
  33321. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33322. /**
  33323. * Gets the first frame
  33324. */
  33325. readonly from: number;
  33326. /**
  33327. * Gets the last frame
  33328. */
  33329. readonly to: number;
  33330. /**
  33331. * Define if the animations are started
  33332. */
  33333. readonly isStarted: boolean;
  33334. /**
  33335. * Gets a value indicating that the current group is playing
  33336. */
  33337. readonly isPlaying: boolean;
  33338. /**
  33339. * Gets or sets the speed ratio to use for all animations
  33340. */
  33341. /**
  33342. * Gets or sets the speed ratio to use for all animations
  33343. */
  33344. speedRatio: number;
  33345. /**
  33346. * Gets or sets if all animations should loop or not
  33347. */
  33348. loopAnimation: boolean;
  33349. /**
  33350. * Gets the targeted animations for this animation group
  33351. */
  33352. readonly targetedAnimations: Array<TargetedAnimation>;
  33353. /**
  33354. * returning the list of animatables controlled by this animation group.
  33355. */
  33356. readonly animatables: Array<Animatable>;
  33357. /**
  33358. * Instantiates a new Animation Group.
  33359. * This helps managing several animations at once.
  33360. * @see http://doc.babylonjs.com/how_to/group
  33361. * @param name Defines the name of the group
  33362. * @param scene Defines the scene the group belongs to
  33363. */
  33364. constructor(
  33365. /** The name of the animation group */
  33366. name: string, scene?: Nullable<Scene>);
  33367. /**
  33368. * Add an animation (with its target) in the group
  33369. * @param animation defines the animation we want to add
  33370. * @param target defines the target of the animation
  33371. * @returns the TargetedAnimation object
  33372. */
  33373. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33374. /**
  33375. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33376. * It can add constant keys at begin or end
  33377. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33378. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33379. * @returns the animation group
  33380. */
  33381. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33382. /**
  33383. * Start all animations on given targets
  33384. * @param loop defines if animations must loop
  33385. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33386. * @param from defines the from key (optional)
  33387. * @param to defines the to key (optional)
  33388. * @returns the current animation group
  33389. */
  33390. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33391. /**
  33392. * Pause all animations
  33393. * @returns the animation group
  33394. */
  33395. pause(): AnimationGroup;
  33396. /**
  33397. * Play all animations to initial state
  33398. * This function will start() the animations if they were not started or will restart() them if they were paused
  33399. * @param loop defines if animations must loop
  33400. * @returns the animation group
  33401. */
  33402. play(loop?: boolean): AnimationGroup;
  33403. /**
  33404. * Reset all animations to initial state
  33405. * @returns the animation group
  33406. */
  33407. reset(): AnimationGroup;
  33408. /**
  33409. * Restart animations from key 0
  33410. * @returns the animation group
  33411. */
  33412. restart(): AnimationGroup;
  33413. /**
  33414. * Stop all animations
  33415. * @returns the animation group
  33416. */
  33417. stop(): AnimationGroup;
  33418. /**
  33419. * Set animation weight for all animatables
  33420. * @param weight defines the weight to use
  33421. * @return the animationGroup
  33422. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33423. */
  33424. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33425. /**
  33426. * Synchronize and normalize all animatables with a source animatable
  33427. * @param root defines the root animatable to synchronize with
  33428. * @return the animationGroup
  33429. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33430. */
  33431. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33432. /**
  33433. * Goes to a specific frame in this animation group
  33434. * @param frame the frame number to go to
  33435. * @return the animationGroup
  33436. */
  33437. goToFrame(frame: number): AnimationGroup;
  33438. /**
  33439. * Dispose all associated resources
  33440. */
  33441. dispose(): void;
  33442. private _checkAnimationGroupEnded;
  33443. /**
  33444. * Clone the current animation group and returns a copy
  33445. * @param newName defines the name of the new group
  33446. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33447. * @returns the new aniamtion group
  33448. */
  33449. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33450. /**
  33451. * Serializes the animationGroup to an object
  33452. * @returns Serialized object
  33453. */
  33454. serialize(): any;
  33455. /**
  33456. * Returns a new AnimationGroup object parsed from the source provided.
  33457. * @param parsedAnimationGroup defines the source
  33458. * @param scene defines the scene that will receive the animationGroup
  33459. * @returns a new AnimationGroup
  33460. */
  33461. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33462. /**
  33463. * Returns the string "AnimationGroup"
  33464. * @returns "AnimationGroup"
  33465. */
  33466. getClassName(): string;
  33467. /**
  33468. * Creates a detailled string about the object
  33469. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33470. * @returns a string representing the object
  33471. */
  33472. toString(fullDetails?: boolean): string;
  33473. }
  33474. }
  33475. declare module "babylonjs/scene" {
  33476. import { Nullable } from "babylonjs/types";
  33477. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33478. import { Observable } from "babylonjs/Misc/observable";
  33479. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33480. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33481. import { Geometry } from "babylonjs/Meshes/geometry";
  33482. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33483. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33484. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33485. import { Mesh } from "babylonjs/Meshes/mesh";
  33486. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33487. import { Bone } from "babylonjs/Bones/bone";
  33488. import { Skeleton } from "babylonjs/Bones/skeleton";
  33489. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33490. import { Camera } from "babylonjs/Cameras/camera";
  33491. import { AbstractScene } from "babylonjs/abstractScene";
  33492. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33493. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33494. import { Material } from "babylonjs/Materials/material";
  33495. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33496. import { Effect } from "babylonjs/Materials/effect";
  33497. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33498. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33499. import { Light } from "babylonjs/Lights/light";
  33500. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33501. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33502. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33503. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33504. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33505. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33506. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33507. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33508. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33509. import { Engine } from "babylonjs/Engines/engine";
  33510. import { Node } from "babylonjs/node";
  33511. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33512. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33513. import { WebRequest } from "babylonjs/Misc/webRequest";
  33514. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33515. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33516. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33517. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33518. import { Plane } from "babylonjs/Maths/math.plane";
  33519. import { Ray } from "babylonjs/Culling/ray";
  33520. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33521. import { Animation } from "babylonjs/Animations/animation";
  33522. import { Animatable } from "babylonjs/Animations/animatable";
  33523. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33524. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33525. import { Collider } from "babylonjs/Collisions/collider";
  33526. /**
  33527. * Define an interface for all classes that will hold resources
  33528. */
  33529. export interface IDisposable {
  33530. /**
  33531. * Releases all held resources
  33532. */
  33533. dispose(): void;
  33534. }
  33535. /** Interface defining initialization parameters for Scene class */
  33536. export interface SceneOptions {
  33537. /**
  33538. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33539. * It will improve performance when the number of geometries becomes important.
  33540. */
  33541. useGeometryUniqueIdsMap?: boolean;
  33542. /**
  33543. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33544. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33545. */
  33546. useMaterialMeshMap?: boolean;
  33547. /**
  33548. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33549. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33550. */
  33551. useClonedMeshhMap?: boolean;
  33552. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33553. virtual?: boolean;
  33554. }
  33555. /**
  33556. * Represents a scene to be rendered by the engine.
  33557. * @see http://doc.babylonjs.com/features/scene
  33558. */
  33559. export class Scene extends AbstractScene implements IAnimatable {
  33560. /** The fog is deactivated */
  33561. static readonly FOGMODE_NONE: number;
  33562. /** The fog density is following an exponential function */
  33563. static readonly FOGMODE_EXP: number;
  33564. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33565. static readonly FOGMODE_EXP2: number;
  33566. /** The fog density is following a linear function. */
  33567. static readonly FOGMODE_LINEAR: number;
  33568. /**
  33569. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33570. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33571. */
  33572. static MinDeltaTime: number;
  33573. /**
  33574. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33575. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33576. */
  33577. static MaxDeltaTime: number;
  33578. /**
  33579. * Factory used to create the default material.
  33580. * @param name The name of the material to create
  33581. * @param scene The scene to create the material for
  33582. * @returns The default material
  33583. */
  33584. static DefaultMaterialFactory(scene: Scene): Material;
  33585. /**
  33586. * Factory used to create the a collision coordinator.
  33587. * @returns The collision coordinator
  33588. */
  33589. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33590. /** @hidden */
  33591. _inputManager: InputManager;
  33592. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33593. cameraToUseForPointers: Nullable<Camera>;
  33594. /** @hidden */
  33595. readonly _isScene: boolean;
  33596. /**
  33597. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33598. */
  33599. autoClear: boolean;
  33600. /**
  33601. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33602. */
  33603. autoClearDepthAndStencil: boolean;
  33604. /**
  33605. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33606. */
  33607. clearColor: Color4;
  33608. /**
  33609. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33610. */
  33611. ambientColor: Color3;
  33612. /**
  33613. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33614. * It should only be one of the following (if not the default embedded one):
  33615. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33616. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33617. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33618. * The material properties need to be setup according to the type of texture in use.
  33619. */
  33620. environmentBRDFTexture: BaseTexture;
  33621. /** @hidden */
  33622. protected _environmentTexture: Nullable<BaseTexture>;
  33623. /**
  33624. * Texture used in all pbr material as the reflection texture.
  33625. * As in the majority of the scene they are the same (exception for multi room and so on),
  33626. * this is easier to reference from here than from all the materials.
  33627. */
  33628. /**
  33629. * Texture used in all pbr material as the reflection texture.
  33630. * As in the majority of the scene they are the same (exception for multi room and so on),
  33631. * this is easier to set here than in all the materials.
  33632. */
  33633. environmentTexture: Nullable<BaseTexture>;
  33634. /** @hidden */
  33635. protected _environmentIntensity: number;
  33636. /**
  33637. * Intensity of the environment in all pbr material.
  33638. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33639. * As in the majority of the scene they are the same (exception for multi room and so on),
  33640. * this is easier to reference from here than from all the materials.
  33641. */
  33642. /**
  33643. * Intensity of the environment in all pbr material.
  33644. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33645. * As in the majority of the scene they are the same (exception for multi room and so on),
  33646. * this is easier to set here than in all the materials.
  33647. */
  33648. environmentIntensity: number;
  33649. /** @hidden */
  33650. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33651. /**
  33652. * Default image processing configuration used either in the rendering
  33653. * Forward main pass or through the imageProcessingPostProcess if present.
  33654. * As in the majority of the scene they are the same (exception for multi camera),
  33655. * this is easier to reference from here than from all the materials and post process.
  33656. *
  33657. * No setter as we it is a shared configuration, you can set the values instead.
  33658. */
  33659. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33660. private _forceWireframe;
  33661. /**
  33662. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33663. */
  33664. forceWireframe: boolean;
  33665. private _forcePointsCloud;
  33666. /**
  33667. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33668. */
  33669. forcePointsCloud: boolean;
  33670. /**
  33671. * Gets or sets the active clipplane 1
  33672. */
  33673. clipPlane: Nullable<Plane>;
  33674. /**
  33675. * Gets or sets the active clipplane 2
  33676. */
  33677. clipPlane2: Nullable<Plane>;
  33678. /**
  33679. * Gets or sets the active clipplane 3
  33680. */
  33681. clipPlane3: Nullable<Plane>;
  33682. /**
  33683. * Gets or sets the active clipplane 4
  33684. */
  33685. clipPlane4: Nullable<Plane>;
  33686. /**
  33687. * Gets or sets a boolean indicating if animations are enabled
  33688. */
  33689. animationsEnabled: boolean;
  33690. private _animationPropertiesOverride;
  33691. /**
  33692. * Gets or sets the animation properties override
  33693. */
  33694. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33695. /**
  33696. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33697. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33698. */
  33699. useConstantAnimationDeltaTime: boolean;
  33700. /**
  33701. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33702. * Please note that it requires to run a ray cast through the scene on every frame
  33703. */
  33704. constantlyUpdateMeshUnderPointer: boolean;
  33705. /**
  33706. * Defines the HTML cursor to use when hovering over interactive elements
  33707. */
  33708. hoverCursor: string;
  33709. /**
  33710. * Defines the HTML default cursor to use (empty by default)
  33711. */
  33712. defaultCursor: string;
  33713. /**
  33714. * This is used to call preventDefault() on pointer down
  33715. * in order to block unwanted artifacts like system double clicks
  33716. */
  33717. preventDefaultOnPointerDown: boolean;
  33718. /**
  33719. * This is used to call preventDefault() on pointer up
  33720. * in order to block unwanted artifacts like system double clicks
  33721. */
  33722. preventDefaultOnPointerUp: boolean;
  33723. /**
  33724. * Gets or sets user defined metadata
  33725. */
  33726. metadata: any;
  33727. /**
  33728. * For internal use only. Please do not use.
  33729. */
  33730. reservedDataStore: any;
  33731. /**
  33732. * Gets the name of the plugin used to load this scene (null by default)
  33733. */
  33734. loadingPluginName: string;
  33735. /**
  33736. * Use this array to add regular expressions used to disable offline support for specific urls
  33737. */
  33738. disableOfflineSupportExceptionRules: RegExp[];
  33739. /**
  33740. * An event triggered when the scene is disposed.
  33741. */
  33742. onDisposeObservable: Observable<Scene>;
  33743. private _onDisposeObserver;
  33744. /** Sets a function to be executed when this scene is disposed. */
  33745. onDispose: () => void;
  33746. /**
  33747. * An event triggered before rendering the scene (right after animations and physics)
  33748. */
  33749. onBeforeRenderObservable: Observable<Scene>;
  33750. private _onBeforeRenderObserver;
  33751. /** Sets a function to be executed before rendering this scene */
  33752. beforeRender: Nullable<() => void>;
  33753. /**
  33754. * An event triggered after rendering the scene
  33755. */
  33756. onAfterRenderObservable: Observable<Scene>;
  33757. /**
  33758. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33759. */
  33760. onAfterRenderCameraObservable: Observable<Camera>;
  33761. private _onAfterRenderObserver;
  33762. /** Sets a function to be executed after rendering this scene */
  33763. afterRender: Nullable<() => void>;
  33764. /**
  33765. * An event triggered before animating the scene
  33766. */
  33767. onBeforeAnimationsObservable: Observable<Scene>;
  33768. /**
  33769. * An event triggered after animations processing
  33770. */
  33771. onAfterAnimationsObservable: Observable<Scene>;
  33772. /**
  33773. * An event triggered before draw calls are ready to be sent
  33774. */
  33775. onBeforeDrawPhaseObservable: Observable<Scene>;
  33776. /**
  33777. * An event triggered after draw calls have been sent
  33778. */
  33779. onAfterDrawPhaseObservable: Observable<Scene>;
  33780. /**
  33781. * An event triggered when the scene is ready
  33782. */
  33783. onReadyObservable: Observable<Scene>;
  33784. /**
  33785. * An event triggered before rendering a camera
  33786. */
  33787. onBeforeCameraRenderObservable: Observable<Camera>;
  33788. private _onBeforeCameraRenderObserver;
  33789. /** Sets a function to be executed before rendering a camera*/
  33790. beforeCameraRender: () => void;
  33791. /**
  33792. * An event triggered after rendering a camera
  33793. */
  33794. onAfterCameraRenderObservable: Observable<Camera>;
  33795. private _onAfterCameraRenderObserver;
  33796. /** Sets a function to be executed after rendering a camera*/
  33797. afterCameraRender: () => void;
  33798. /**
  33799. * An event triggered when active meshes evaluation is about to start
  33800. */
  33801. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33802. /**
  33803. * An event triggered when active meshes evaluation is done
  33804. */
  33805. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33806. /**
  33807. * An event triggered when particles rendering is about to start
  33808. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33809. */
  33810. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33811. /**
  33812. * An event triggered when particles rendering is done
  33813. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33814. */
  33815. onAfterParticlesRenderingObservable: Observable<Scene>;
  33816. /**
  33817. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33818. */
  33819. onDataLoadedObservable: Observable<Scene>;
  33820. /**
  33821. * An event triggered when a camera is created
  33822. */
  33823. onNewCameraAddedObservable: Observable<Camera>;
  33824. /**
  33825. * An event triggered when a camera is removed
  33826. */
  33827. onCameraRemovedObservable: Observable<Camera>;
  33828. /**
  33829. * An event triggered when a light is created
  33830. */
  33831. onNewLightAddedObservable: Observable<Light>;
  33832. /**
  33833. * An event triggered when a light is removed
  33834. */
  33835. onLightRemovedObservable: Observable<Light>;
  33836. /**
  33837. * An event triggered when a geometry is created
  33838. */
  33839. onNewGeometryAddedObservable: Observable<Geometry>;
  33840. /**
  33841. * An event triggered when a geometry is removed
  33842. */
  33843. onGeometryRemovedObservable: Observable<Geometry>;
  33844. /**
  33845. * An event triggered when a transform node is created
  33846. */
  33847. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33848. /**
  33849. * An event triggered when a transform node is removed
  33850. */
  33851. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33852. /**
  33853. * An event triggered when a mesh is created
  33854. */
  33855. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33856. /**
  33857. * An event triggered when a mesh is removed
  33858. */
  33859. onMeshRemovedObservable: Observable<AbstractMesh>;
  33860. /**
  33861. * An event triggered when a skeleton is created
  33862. */
  33863. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33864. /**
  33865. * An event triggered when a skeleton is removed
  33866. */
  33867. onSkeletonRemovedObservable: Observable<Skeleton>;
  33868. /**
  33869. * An event triggered when a material is created
  33870. */
  33871. onNewMaterialAddedObservable: Observable<Material>;
  33872. /**
  33873. * An event triggered when a material is removed
  33874. */
  33875. onMaterialRemovedObservable: Observable<Material>;
  33876. /**
  33877. * An event triggered when a texture is created
  33878. */
  33879. onNewTextureAddedObservable: Observable<BaseTexture>;
  33880. /**
  33881. * An event triggered when a texture is removed
  33882. */
  33883. onTextureRemovedObservable: Observable<BaseTexture>;
  33884. /**
  33885. * An event triggered when render targets are about to be rendered
  33886. * Can happen multiple times per frame.
  33887. */
  33888. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33889. /**
  33890. * An event triggered when render targets were rendered.
  33891. * Can happen multiple times per frame.
  33892. */
  33893. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33894. /**
  33895. * An event triggered before calculating deterministic simulation step
  33896. */
  33897. onBeforeStepObservable: Observable<Scene>;
  33898. /**
  33899. * An event triggered after calculating deterministic simulation step
  33900. */
  33901. onAfterStepObservable: Observable<Scene>;
  33902. /**
  33903. * An event triggered when the activeCamera property is updated
  33904. */
  33905. onActiveCameraChanged: Observable<Scene>;
  33906. /**
  33907. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33908. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33909. * 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)
  33910. */
  33911. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33912. /**
  33913. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33914. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33915. * 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)
  33916. */
  33917. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33918. /**
  33919. * This Observable will when a mesh has been imported into the scene.
  33920. */
  33921. onMeshImportedObservable: Observable<AbstractMesh>;
  33922. /**
  33923. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33924. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33925. */
  33926. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33927. /** @hidden */
  33928. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33929. /**
  33930. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33931. */
  33932. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33933. /**
  33934. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33935. */
  33936. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33937. /**
  33938. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33939. */
  33940. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33941. /** Callback called when a pointer move is detected */
  33942. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33943. /** Callback called when a pointer down is detected */
  33944. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33945. /** Callback called when a pointer up is detected */
  33946. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33947. /** Callback called when a pointer pick is detected */
  33948. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33949. /**
  33950. * 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).
  33951. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33952. */
  33953. onPrePointerObservable: Observable<PointerInfoPre>;
  33954. /**
  33955. * Observable event triggered each time an input event is received from the rendering canvas
  33956. */
  33957. onPointerObservable: Observable<PointerInfo>;
  33958. /**
  33959. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33960. */
  33961. readonly unTranslatedPointer: Vector2;
  33962. /**
  33963. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33964. */
  33965. static DragMovementThreshold: number;
  33966. /**
  33967. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33968. */
  33969. static LongPressDelay: number;
  33970. /**
  33971. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33972. */
  33973. static DoubleClickDelay: number;
  33974. /** If you need to check double click without raising a single click at first click, enable this flag */
  33975. static ExclusiveDoubleClickMode: boolean;
  33976. /** @hidden */
  33977. _mirroredCameraPosition: Nullable<Vector3>;
  33978. /**
  33979. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33980. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33981. */
  33982. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33983. /**
  33984. * Observable event triggered each time an keyboard event is received from the hosting window
  33985. */
  33986. onKeyboardObservable: Observable<KeyboardInfo>;
  33987. private _useRightHandedSystem;
  33988. /**
  33989. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33990. */
  33991. useRightHandedSystem: boolean;
  33992. private _timeAccumulator;
  33993. private _currentStepId;
  33994. private _currentInternalStep;
  33995. /**
  33996. * Sets the step Id used by deterministic lock step
  33997. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33998. * @param newStepId defines the step Id
  33999. */
  34000. setStepId(newStepId: number): void;
  34001. /**
  34002. * Gets the step Id used by deterministic lock step
  34003. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34004. * @returns the step Id
  34005. */
  34006. getStepId(): number;
  34007. /**
  34008. * Gets the internal step used by deterministic lock step
  34009. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34010. * @returns the internal step
  34011. */
  34012. getInternalStep(): number;
  34013. private _fogEnabled;
  34014. /**
  34015. * Gets or sets a boolean indicating if fog is enabled on this scene
  34016. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34017. * (Default is true)
  34018. */
  34019. fogEnabled: boolean;
  34020. private _fogMode;
  34021. /**
  34022. * Gets or sets the fog mode to use
  34023. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34024. * | mode | value |
  34025. * | --- | --- |
  34026. * | FOGMODE_NONE | 0 |
  34027. * | FOGMODE_EXP | 1 |
  34028. * | FOGMODE_EXP2 | 2 |
  34029. * | FOGMODE_LINEAR | 3 |
  34030. */
  34031. fogMode: number;
  34032. /**
  34033. * Gets or sets the fog color to use
  34034. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34035. * (Default is Color3(0.2, 0.2, 0.3))
  34036. */
  34037. fogColor: Color3;
  34038. /**
  34039. * Gets or sets the fog density to use
  34040. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34041. * (Default is 0.1)
  34042. */
  34043. fogDensity: number;
  34044. /**
  34045. * Gets or sets the fog start distance to use
  34046. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34047. * (Default is 0)
  34048. */
  34049. fogStart: number;
  34050. /**
  34051. * Gets or sets the fog end distance to use
  34052. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34053. * (Default is 1000)
  34054. */
  34055. fogEnd: number;
  34056. private _shadowsEnabled;
  34057. /**
  34058. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34059. */
  34060. shadowsEnabled: boolean;
  34061. private _lightsEnabled;
  34062. /**
  34063. * Gets or sets a boolean indicating if lights are enabled on this scene
  34064. */
  34065. lightsEnabled: boolean;
  34066. /** All of the active cameras added to this scene. */
  34067. activeCameras: Camera[];
  34068. /** @hidden */
  34069. _activeCamera: Nullable<Camera>;
  34070. /** Gets or sets the current active camera */
  34071. activeCamera: Nullable<Camera>;
  34072. private _defaultMaterial;
  34073. /** The default material used on meshes when no material is affected */
  34074. /** The default material used on meshes when no material is affected */
  34075. defaultMaterial: Material;
  34076. private _texturesEnabled;
  34077. /**
  34078. * Gets or sets a boolean indicating if textures are enabled on this scene
  34079. */
  34080. texturesEnabled: boolean;
  34081. /**
  34082. * Gets or sets a boolean indicating if particles are enabled on this scene
  34083. */
  34084. particlesEnabled: boolean;
  34085. /**
  34086. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34087. */
  34088. spritesEnabled: boolean;
  34089. private _skeletonsEnabled;
  34090. /**
  34091. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34092. */
  34093. skeletonsEnabled: boolean;
  34094. /**
  34095. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34096. */
  34097. lensFlaresEnabled: boolean;
  34098. /**
  34099. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34100. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34101. */
  34102. collisionsEnabled: boolean;
  34103. private _collisionCoordinator;
  34104. /** @hidden */
  34105. readonly collisionCoordinator: ICollisionCoordinator;
  34106. /**
  34107. * Defines the gravity applied to this scene (used only for collisions)
  34108. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34109. */
  34110. gravity: Vector3;
  34111. /**
  34112. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34113. */
  34114. postProcessesEnabled: boolean;
  34115. /**
  34116. * The list of postprocesses added to the scene
  34117. */
  34118. postProcesses: PostProcess[];
  34119. /**
  34120. * Gets the current postprocess manager
  34121. */
  34122. postProcessManager: PostProcessManager;
  34123. /**
  34124. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34125. */
  34126. renderTargetsEnabled: boolean;
  34127. /**
  34128. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34129. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34130. */
  34131. dumpNextRenderTargets: boolean;
  34132. /**
  34133. * The list of user defined render targets added to the scene
  34134. */
  34135. customRenderTargets: RenderTargetTexture[];
  34136. /**
  34137. * Defines if texture loading must be delayed
  34138. * If true, textures will only be loaded when they need to be rendered
  34139. */
  34140. useDelayedTextureLoading: boolean;
  34141. /**
  34142. * Gets the list of meshes imported to the scene through SceneLoader
  34143. */
  34144. importedMeshesFiles: String[];
  34145. /**
  34146. * Gets or sets a boolean indicating if probes are enabled on this scene
  34147. */
  34148. probesEnabled: boolean;
  34149. /**
  34150. * Gets or sets the current offline provider to use to store scene data
  34151. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34152. */
  34153. offlineProvider: IOfflineProvider;
  34154. /**
  34155. * Gets or sets the action manager associated with the scene
  34156. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34157. */
  34158. actionManager: AbstractActionManager;
  34159. private _meshesForIntersections;
  34160. /**
  34161. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34162. */
  34163. proceduralTexturesEnabled: boolean;
  34164. private _engine;
  34165. private _totalVertices;
  34166. /** @hidden */
  34167. _activeIndices: PerfCounter;
  34168. /** @hidden */
  34169. _activeParticles: PerfCounter;
  34170. /** @hidden */
  34171. _activeBones: PerfCounter;
  34172. private _animationRatio;
  34173. /** @hidden */
  34174. _animationTimeLast: number;
  34175. /** @hidden */
  34176. _animationTime: number;
  34177. /**
  34178. * Gets or sets a general scale for animation speed
  34179. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34180. */
  34181. animationTimeScale: number;
  34182. /** @hidden */
  34183. _cachedMaterial: Nullable<Material>;
  34184. /** @hidden */
  34185. _cachedEffect: Nullable<Effect>;
  34186. /** @hidden */
  34187. _cachedVisibility: Nullable<number>;
  34188. private _renderId;
  34189. private _frameId;
  34190. private _executeWhenReadyTimeoutId;
  34191. private _intermediateRendering;
  34192. private _viewUpdateFlag;
  34193. private _projectionUpdateFlag;
  34194. /** @hidden */
  34195. _toBeDisposed: Nullable<IDisposable>[];
  34196. private _activeRequests;
  34197. /** @hidden */
  34198. _pendingData: any[];
  34199. private _isDisposed;
  34200. /**
  34201. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34202. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34203. */
  34204. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34205. private _activeMeshes;
  34206. private _processedMaterials;
  34207. private _renderTargets;
  34208. /** @hidden */
  34209. _activeParticleSystems: SmartArray<IParticleSystem>;
  34210. private _activeSkeletons;
  34211. private _softwareSkinnedMeshes;
  34212. private _renderingManager;
  34213. /** @hidden */
  34214. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34215. private _transformMatrix;
  34216. private _sceneUbo;
  34217. /** @hidden */
  34218. _viewMatrix: Matrix;
  34219. private _projectionMatrix;
  34220. /** @hidden */
  34221. _forcedViewPosition: Nullable<Vector3>;
  34222. /** @hidden */
  34223. _frustumPlanes: Plane[];
  34224. /**
  34225. * Gets the list of frustum planes (built from the active camera)
  34226. */
  34227. readonly frustumPlanes: Plane[];
  34228. /**
  34229. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34230. * This is useful if there are more lights that the maximum simulteanous authorized
  34231. */
  34232. requireLightSorting: boolean;
  34233. /** @hidden */
  34234. readonly useMaterialMeshMap: boolean;
  34235. /** @hidden */
  34236. readonly useClonedMeshhMap: boolean;
  34237. private _externalData;
  34238. private _uid;
  34239. /**
  34240. * @hidden
  34241. * Backing store of defined scene components.
  34242. */
  34243. _components: ISceneComponent[];
  34244. /**
  34245. * @hidden
  34246. * Backing store of defined scene components.
  34247. */
  34248. _serializableComponents: ISceneSerializableComponent[];
  34249. /**
  34250. * List of components to register on the next registration step.
  34251. */
  34252. private _transientComponents;
  34253. /**
  34254. * Registers the transient components if needed.
  34255. */
  34256. private _registerTransientComponents;
  34257. /**
  34258. * @hidden
  34259. * Add a component to the scene.
  34260. * Note that the ccomponent could be registered on th next frame if this is called after
  34261. * the register component stage.
  34262. * @param component Defines the component to add to the scene
  34263. */
  34264. _addComponent(component: ISceneComponent): void;
  34265. /**
  34266. * @hidden
  34267. * Gets a component from the scene.
  34268. * @param name defines the name of the component to retrieve
  34269. * @returns the component or null if not present
  34270. */
  34271. _getComponent(name: string): Nullable<ISceneComponent>;
  34272. /**
  34273. * @hidden
  34274. * Defines the actions happening before camera updates.
  34275. */
  34276. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34277. /**
  34278. * @hidden
  34279. * Defines the actions happening before clear the canvas.
  34280. */
  34281. _beforeClearStage: Stage<SimpleStageAction>;
  34282. /**
  34283. * @hidden
  34284. * Defines the actions when collecting render targets for the frame.
  34285. */
  34286. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34287. /**
  34288. * @hidden
  34289. * Defines the actions happening for one camera in the frame.
  34290. */
  34291. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34292. /**
  34293. * @hidden
  34294. * Defines the actions happening during the per mesh ready checks.
  34295. */
  34296. _isReadyForMeshStage: Stage<MeshStageAction>;
  34297. /**
  34298. * @hidden
  34299. * Defines the actions happening before evaluate active mesh checks.
  34300. */
  34301. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34302. /**
  34303. * @hidden
  34304. * Defines the actions happening during the evaluate sub mesh checks.
  34305. */
  34306. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34307. /**
  34308. * @hidden
  34309. * Defines the actions happening during the active mesh stage.
  34310. */
  34311. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34312. /**
  34313. * @hidden
  34314. * Defines the actions happening during the per camera render target step.
  34315. */
  34316. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34317. /**
  34318. * @hidden
  34319. * Defines the actions happening just before the active camera is drawing.
  34320. */
  34321. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34322. /**
  34323. * @hidden
  34324. * Defines the actions happening just before a render target is drawing.
  34325. */
  34326. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34327. /**
  34328. * @hidden
  34329. * Defines the actions happening just before a rendering group is drawing.
  34330. */
  34331. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34332. /**
  34333. * @hidden
  34334. * Defines the actions happening just before a mesh is drawing.
  34335. */
  34336. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34337. /**
  34338. * @hidden
  34339. * Defines the actions happening just after a mesh has been drawn.
  34340. */
  34341. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34342. /**
  34343. * @hidden
  34344. * Defines the actions happening just after a rendering group has been drawn.
  34345. */
  34346. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34347. /**
  34348. * @hidden
  34349. * Defines the actions happening just after the active camera has been drawn.
  34350. */
  34351. _afterCameraDrawStage: Stage<CameraStageAction>;
  34352. /**
  34353. * @hidden
  34354. * Defines the actions happening just after a render target has been drawn.
  34355. */
  34356. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34357. /**
  34358. * @hidden
  34359. * Defines the actions happening just after rendering all cameras and computing intersections.
  34360. */
  34361. _afterRenderStage: Stage<SimpleStageAction>;
  34362. /**
  34363. * @hidden
  34364. * Defines the actions happening when a pointer move event happens.
  34365. */
  34366. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34367. /**
  34368. * @hidden
  34369. * Defines the actions happening when a pointer down event happens.
  34370. */
  34371. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34372. /**
  34373. * @hidden
  34374. * Defines the actions happening when a pointer up event happens.
  34375. */
  34376. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34377. /**
  34378. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34379. */
  34380. private geometriesByUniqueId;
  34381. /**
  34382. * Creates a new Scene
  34383. * @param engine defines the engine to use to render this scene
  34384. * @param options defines the scene options
  34385. */
  34386. constructor(engine: Engine, options?: SceneOptions);
  34387. /**
  34388. * Gets a string idenfifying the name of the class
  34389. * @returns "Scene" string
  34390. */
  34391. getClassName(): string;
  34392. private _defaultMeshCandidates;
  34393. /**
  34394. * @hidden
  34395. */
  34396. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34397. private _defaultSubMeshCandidates;
  34398. /**
  34399. * @hidden
  34400. */
  34401. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34402. /**
  34403. * Sets the default candidate providers for the scene.
  34404. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34405. * and getCollidingSubMeshCandidates to their default function
  34406. */
  34407. setDefaultCandidateProviders(): void;
  34408. /**
  34409. * Gets the mesh that is currently under the pointer
  34410. */
  34411. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34412. /**
  34413. * Gets or sets the current on-screen X position of the pointer
  34414. */
  34415. pointerX: number;
  34416. /**
  34417. * Gets or sets the current on-screen Y position of the pointer
  34418. */
  34419. pointerY: number;
  34420. /**
  34421. * Gets the cached material (ie. the latest rendered one)
  34422. * @returns the cached material
  34423. */
  34424. getCachedMaterial(): Nullable<Material>;
  34425. /**
  34426. * Gets the cached effect (ie. the latest rendered one)
  34427. * @returns the cached effect
  34428. */
  34429. getCachedEffect(): Nullable<Effect>;
  34430. /**
  34431. * Gets the cached visibility state (ie. the latest rendered one)
  34432. * @returns the cached visibility state
  34433. */
  34434. getCachedVisibility(): Nullable<number>;
  34435. /**
  34436. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34437. * @param material defines the current material
  34438. * @param effect defines the current effect
  34439. * @param visibility defines the current visibility state
  34440. * @returns true if one parameter is not cached
  34441. */
  34442. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34443. /**
  34444. * Gets the engine associated with the scene
  34445. * @returns an Engine
  34446. */
  34447. getEngine(): Engine;
  34448. /**
  34449. * Gets the total number of vertices rendered per frame
  34450. * @returns the total number of vertices rendered per frame
  34451. */
  34452. getTotalVertices(): number;
  34453. /**
  34454. * Gets the performance counter for total vertices
  34455. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34456. */
  34457. readonly totalVerticesPerfCounter: PerfCounter;
  34458. /**
  34459. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34460. * @returns the total number of active indices rendered per frame
  34461. */
  34462. getActiveIndices(): number;
  34463. /**
  34464. * Gets the performance counter for active indices
  34465. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34466. */
  34467. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34468. /**
  34469. * Gets the total number of active particles rendered per frame
  34470. * @returns the total number of active particles rendered per frame
  34471. */
  34472. getActiveParticles(): number;
  34473. /**
  34474. * Gets the performance counter for active particles
  34475. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34476. */
  34477. readonly activeParticlesPerfCounter: PerfCounter;
  34478. /**
  34479. * Gets the total number of active bones rendered per frame
  34480. * @returns the total number of active bones rendered per frame
  34481. */
  34482. getActiveBones(): number;
  34483. /**
  34484. * Gets the performance counter for active bones
  34485. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34486. */
  34487. readonly activeBonesPerfCounter: PerfCounter;
  34488. /**
  34489. * Gets the array of active meshes
  34490. * @returns an array of AbstractMesh
  34491. */
  34492. getActiveMeshes(): SmartArray<AbstractMesh>;
  34493. /**
  34494. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34495. * @returns a number
  34496. */
  34497. getAnimationRatio(): number;
  34498. /**
  34499. * Gets an unique Id for the current render phase
  34500. * @returns a number
  34501. */
  34502. getRenderId(): number;
  34503. /**
  34504. * Gets an unique Id for the current frame
  34505. * @returns a number
  34506. */
  34507. getFrameId(): number;
  34508. /** Call this function if you want to manually increment the render Id*/
  34509. incrementRenderId(): void;
  34510. private _createUbo;
  34511. /**
  34512. * Use this method to simulate a pointer move on a mesh
  34513. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34514. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34515. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34516. * @returns the current scene
  34517. */
  34518. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34519. /**
  34520. * Use this method to simulate a pointer down on a mesh
  34521. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34522. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34523. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34524. * @returns the current scene
  34525. */
  34526. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34527. /**
  34528. * Use this method to simulate a pointer up on a mesh
  34529. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34530. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34531. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34532. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34533. * @returns the current scene
  34534. */
  34535. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34536. /**
  34537. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34538. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34539. * @returns true if the pointer was captured
  34540. */
  34541. isPointerCaptured(pointerId?: number): boolean;
  34542. /**
  34543. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34544. * @param attachUp defines if you want to attach events to pointerup
  34545. * @param attachDown defines if you want to attach events to pointerdown
  34546. * @param attachMove defines if you want to attach events to pointermove
  34547. */
  34548. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34549. /** Detaches all event handlers*/
  34550. detachControl(): void;
  34551. /**
  34552. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34553. * Delay loaded resources are not taking in account
  34554. * @return true if all required resources are ready
  34555. */
  34556. isReady(): boolean;
  34557. /** Resets all cached information relative to material (including effect and visibility) */
  34558. resetCachedMaterial(): void;
  34559. /**
  34560. * Registers a function to be called before every frame render
  34561. * @param func defines the function to register
  34562. */
  34563. registerBeforeRender(func: () => void): void;
  34564. /**
  34565. * Unregisters a function called before every frame render
  34566. * @param func defines the function to unregister
  34567. */
  34568. unregisterBeforeRender(func: () => void): void;
  34569. /**
  34570. * Registers a function to be called after every frame render
  34571. * @param func defines the function to register
  34572. */
  34573. registerAfterRender(func: () => void): void;
  34574. /**
  34575. * Unregisters a function called after every frame render
  34576. * @param func defines the function to unregister
  34577. */
  34578. unregisterAfterRender(func: () => void): void;
  34579. private _executeOnceBeforeRender;
  34580. /**
  34581. * The provided function will run before render once and will be disposed afterwards.
  34582. * A timeout delay can be provided so that the function will be executed in N ms.
  34583. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34584. * @param func The function to be executed.
  34585. * @param timeout optional delay in ms
  34586. */
  34587. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34588. /** @hidden */
  34589. _addPendingData(data: any): void;
  34590. /** @hidden */
  34591. _removePendingData(data: any): void;
  34592. /**
  34593. * Returns the number of items waiting to be loaded
  34594. * @returns the number of items waiting to be loaded
  34595. */
  34596. getWaitingItemsCount(): number;
  34597. /**
  34598. * Returns a boolean indicating if the scene is still loading data
  34599. */
  34600. readonly isLoading: boolean;
  34601. /**
  34602. * Registers a function to be executed when the scene is ready
  34603. * @param {Function} func - the function to be executed
  34604. */
  34605. executeWhenReady(func: () => void): void;
  34606. /**
  34607. * Returns a promise that resolves when the scene is ready
  34608. * @returns A promise that resolves when the scene is ready
  34609. */
  34610. whenReadyAsync(): Promise<void>;
  34611. /** @hidden */
  34612. _checkIsReady(): void;
  34613. /**
  34614. * Gets all animatable attached to the scene
  34615. */
  34616. readonly animatables: Animatable[];
  34617. /**
  34618. * Resets the last animation time frame.
  34619. * Useful to override when animations start running when loading a scene for the first time.
  34620. */
  34621. resetLastAnimationTimeFrame(): void;
  34622. /**
  34623. * Gets the current view matrix
  34624. * @returns a Matrix
  34625. */
  34626. getViewMatrix(): Matrix;
  34627. /**
  34628. * Gets the current projection matrix
  34629. * @returns a Matrix
  34630. */
  34631. getProjectionMatrix(): Matrix;
  34632. /**
  34633. * Gets the current transform matrix
  34634. * @returns a Matrix made of View * Projection
  34635. */
  34636. getTransformMatrix(): Matrix;
  34637. /**
  34638. * Sets the current transform matrix
  34639. * @param viewL defines the View matrix to use
  34640. * @param projectionL defines the Projection matrix to use
  34641. * @param viewR defines the right View matrix to use (if provided)
  34642. * @param projectionR defines the right Projection matrix to use (if provided)
  34643. */
  34644. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34645. /**
  34646. * Gets the uniform buffer used to store scene data
  34647. * @returns a UniformBuffer
  34648. */
  34649. getSceneUniformBuffer(): UniformBuffer;
  34650. /**
  34651. * Gets an unique (relatively to the current scene) Id
  34652. * @returns an unique number for the scene
  34653. */
  34654. getUniqueId(): number;
  34655. /**
  34656. * Add a mesh to the list of scene's meshes
  34657. * @param newMesh defines the mesh to add
  34658. * @param recursive if all child meshes should also be added to the scene
  34659. */
  34660. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34661. /**
  34662. * Remove a mesh for the list of scene's meshes
  34663. * @param toRemove defines the mesh to remove
  34664. * @param recursive if all child meshes should also be removed from the scene
  34665. * @returns the index where the mesh was in the mesh list
  34666. */
  34667. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34668. /**
  34669. * Add a transform node to the list of scene's transform nodes
  34670. * @param newTransformNode defines the transform node to add
  34671. */
  34672. addTransformNode(newTransformNode: TransformNode): void;
  34673. /**
  34674. * Remove a transform node for the list of scene's transform nodes
  34675. * @param toRemove defines the transform node to remove
  34676. * @returns the index where the transform node was in the transform node list
  34677. */
  34678. removeTransformNode(toRemove: TransformNode): number;
  34679. /**
  34680. * Remove a skeleton for the list of scene's skeletons
  34681. * @param toRemove defines the skeleton to remove
  34682. * @returns the index where the skeleton was in the skeleton list
  34683. */
  34684. removeSkeleton(toRemove: Skeleton): number;
  34685. /**
  34686. * Remove a morph target for the list of scene's morph targets
  34687. * @param toRemove defines the morph target to remove
  34688. * @returns the index where the morph target was in the morph target list
  34689. */
  34690. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34691. /**
  34692. * Remove a light for the list of scene's lights
  34693. * @param toRemove defines the light to remove
  34694. * @returns the index where the light was in the light list
  34695. */
  34696. removeLight(toRemove: Light): number;
  34697. /**
  34698. * Remove a camera for the list of scene's cameras
  34699. * @param toRemove defines the camera to remove
  34700. * @returns the index where the camera was in the camera list
  34701. */
  34702. removeCamera(toRemove: Camera): number;
  34703. /**
  34704. * Remove a particle system for the list of scene's particle systems
  34705. * @param toRemove defines the particle system to remove
  34706. * @returns the index where the particle system was in the particle system list
  34707. */
  34708. removeParticleSystem(toRemove: IParticleSystem): number;
  34709. /**
  34710. * Remove a animation for the list of scene's animations
  34711. * @param toRemove defines the animation to remove
  34712. * @returns the index where the animation was in the animation list
  34713. */
  34714. removeAnimation(toRemove: Animation): number;
  34715. /**
  34716. * Will stop the animation of the given target
  34717. * @param target - the target
  34718. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34719. * @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)
  34720. */
  34721. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34722. /**
  34723. * Removes the given animation group from this scene.
  34724. * @param toRemove The animation group to remove
  34725. * @returns The index of the removed animation group
  34726. */
  34727. removeAnimationGroup(toRemove: AnimationGroup): number;
  34728. /**
  34729. * Removes the given multi-material from this scene.
  34730. * @param toRemove The multi-material to remove
  34731. * @returns The index of the removed multi-material
  34732. */
  34733. removeMultiMaterial(toRemove: MultiMaterial): number;
  34734. /**
  34735. * Removes the given material from this scene.
  34736. * @param toRemove The material to remove
  34737. * @returns The index of the removed material
  34738. */
  34739. removeMaterial(toRemove: Material): number;
  34740. /**
  34741. * Removes the given action manager from this scene.
  34742. * @param toRemove The action manager to remove
  34743. * @returns The index of the removed action manager
  34744. */
  34745. removeActionManager(toRemove: AbstractActionManager): number;
  34746. /**
  34747. * Removes the given texture from this scene.
  34748. * @param toRemove The texture to remove
  34749. * @returns The index of the removed texture
  34750. */
  34751. removeTexture(toRemove: BaseTexture): number;
  34752. /**
  34753. * Adds the given light to this scene
  34754. * @param newLight The light to add
  34755. */
  34756. addLight(newLight: Light): void;
  34757. /**
  34758. * Sorts the list list based on light priorities
  34759. */
  34760. sortLightsByPriority(): void;
  34761. /**
  34762. * Adds the given camera to this scene
  34763. * @param newCamera The camera to add
  34764. */
  34765. addCamera(newCamera: Camera): void;
  34766. /**
  34767. * Adds the given skeleton to this scene
  34768. * @param newSkeleton The skeleton to add
  34769. */
  34770. addSkeleton(newSkeleton: Skeleton): void;
  34771. /**
  34772. * Adds the given particle system to this scene
  34773. * @param newParticleSystem The particle system to add
  34774. */
  34775. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34776. /**
  34777. * Adds the given animation to this scene
  34778. * @param newAnimation The animation to add
  34779. */
  34780. addAnimation(newAnimation: Animation): void;
  34781. /**
  34782. * Adds the given animation group to this scene.
  34783. * @param newAnimationGroup The animation group to add
  34784. */
  34785. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34786. /**
  34787. * Adds the given multi-material to this scene
  34788. * @param newMultiMaterial The multi-material to add
  34789. */
  34790. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34791. /**
  34792. * Adds the given material to this scene
  34793. * @param newMaterial The material to add
  34794. */
  34795. addMaterial(newMaterial: Material): void;
  34796. /**
  34797. * Adds the given morph target to this scene
  34798. * @param newMorphTargetManager The morph target to add
  34799. */
  34800. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34801. /**
  34802. * Adds the given geometry to this scene
  34803. * @param newGeometry The geometry to add
  34804. */
  34805. addGeometry(newGeometry: Geometry): void;
  34806. /**
  34807. * Adds the given action manager to this scene
  34808. * @param newActionManager The action manager to add
  34809. */
  34810. addActionManager(newActionManager: AbstractActionManager): void;
  34811. /**
  34812. * Adds the given texture to this scene.
  34813. * @param newTexture The texture to add
  34814. */
  34815. addTexture(newTexture: BaseTexture): void;
  34816. /**
  34817. * Switch active camera
  34818. * @param newCamera defines the new active camera
  34819. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34820. */
  34821. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34822. /**
  34823. * sets the active camera of the scene using its ID
  34824. * @param id defines the camera's ID
  34825. * @return the new active camera or null if none found.
  34826. */
  34827. setActiveCameraByID(id: string): Nullable<Camera>;
  34828. /**
  34829. * sets the active camera of the scene using its name
  34830. * @param name defines the camera's name
  34831. * @returns the new active camera or null if none found.
  34832. */
  34833. setActiveCameraByName(name: string): Nullable<Camera>;
  34834. /**
  34835. * get an animation group using its name
  34836. * @param name defines the material's name
  34837. * @return the animation group or null if none found.
  34838. */
  34839. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34840. /**
  34841. * Get a material using its unique id
  34842. * @param uniqueId defines the material's unique id
  34843. * @return the material or null if none found.
  34844. */
  34845. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34846. /**
  34847. * get a material using its id
  34848. * @param id defines the material's ID
  34849. * @return the material or null if none found.
  34850. */
  34851. getMaterialByID(id: string): Nullable<Material>;
  34852. /**
  34853. * Gets a the last added material using a given id
  34854. * @param id defines the material's ID
  34855. * @return the last material with the given id or null if none found.
  34856. */
  34857. getLastMaterialByID(id: string): Nullable<Material>;
  34858. /**
  34859. * Gets a material using its name
  34860. * @param name defines the material's name
  34861. * @return the material or null if none found.
  34862. */
  34863. getMaterialByName(name: string): Nullable<Material>;
  34864. /**
  34865. * Get a texture using its unique id
  34866. * @param uniqueId defines the texture's unique id
  34867. * @return the texture or null if none found.
  34868. */
  34869. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34870. /**
  34871. * Gets a camera using its id
  34872. * @param id defines the id to look for
  34873. * @returns the camera or null if not found
  34874. */
  34875. getCameraByID(id: string): Nullable<Camera>;
  34876. /**
  34877. * Gets a camera using its unique id
  34878. * @param uniqueId defines the unique id to look for
  34879. * @returns the camera or null if not found
  34880. */
  34881. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34882. /**
  34883. * Gets a camera using its name
  34884. * @param name defines the camera's name
  34885. * @return the camera or null if none found.
  34886. */
  34887. getCameraByName(name: string): Nullable<Camera>;
  34888. /**
  34889. * Gets a bone using its id
  34890. * @param id defines the bone's id
  34891. * @return the bone or null if not found
  34892. */
  34893. getBoneByID(id: string): Nullable<Bone>;
  34894. /**
  34895. * Gets a bone using its id
  34896. * @param name defines the bone's name
  34897. * @return the bone or null if not found
  34898. */
  34899. getBoneByName(name: string): Nullable<Bone>;
  34900. /**
  34901. * Gets a light node using its name
  34902. * @param name defines the the light's name
  34903. * @return the light or null if none found.
  34904. */
  34905. getLightByName(name: string): Nullable<Light>;
  34906. /**
  34907. * Gets a light node using its id
  34908. * @param id defines the light's id
  34909. * @return the light or null if none found.
  34910. */
  34911. getLightByID(id: string): Nullable<Light>;
  34912. /**
  34913. * Gets a light node using its scene-generated unique ID
  34914. * @param uniqueId defines the light's unique id
  34915. * @return the light or null if none found.
  34916. */
  34917. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34918. /**
  34919. * Gets a particle system by id
  34920. * @param id defines the particle system id
  34921. * @return the corresponding system or null if none found
  34922. */
  34923. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34924. /**
  34925. * Gets a geometry using its ID
  34926. * @param id defines the geometry's id
  34927. * @return the geometry or null if none found.
  34928. */
  34929. getGeometryByID(id: string): Nullable<Geometry>;
  34930. private _getGeometryByUniqueID;
  34931. /**
  34932. * Add a new geometry to this scene
  34933. * @param geometry defines the geometry to be added to the scene.
  34934. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34935. * @return a boolean defining if the geometry was added or not
  34936. */
  34937. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34938. /**
  34939. * Removes an existing geometry
  34940. * @param geometry defines the geometry to be removed from the scene
  34941. * @return a boolean defining if the geometry was removed or not
  34942. */
  34943. removeGeometry(geometry: Geometry): boolean;
  34944. /**
  34945. * Gets the list of geometries attached to the scene
  34946. * @returns an array of Geometry
  34947. */
  34948. getGeometries(): Geometry[];
  34949. /**
  34950. * Gets the first added mesh found of a given ID
  34951. * @param id defines the id to search for
  34952. * @return the mesh found or null if not found at all
  34953. */
  34954. getMeshByID(id: string): Nullable<AbstractMesh>;
  34955. /**
  34956. * Gets a list of meshes using their id
  34957. * @param id defines the id to search for
  34958. * @returns a list of meshes
  34959. */
  34960. getMeshesByID(id: string): Array<AbstractMesh>;
  34961. /**
  34962. * Gets the first added transform node found of a given ID
  34963. * @param id defines the id to search for
  34964. * @return the found transform node or null if not found at all.
  34965. */
  34966. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34967. /**
  34968. * Gets a transform node with its auto-generated unique id
  34969. * @param uniqueId efines the unique id to search for
  34970. * @return the found transform node or null if not found at all.
  34971. */
  34972. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34973. /**
  34974. * Gets a list of transform nodes using their id
  34975. * @param id defines the id to search for
  34976. * @returns a list of transform nodes
  34977. */
  34978. getTransformNodesByID(id: string): Array<TransformNode>;
  34979. /**
  34980. * Gets a mesh with its auto-generated unique id
  34981. * @param uniqueId defines the unique id to search for
  34982. * @return the found mesh or null if not found at all.
  34983. */
  34984. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34985. /**
  34986. * Gets a the last added mesh using a given id
  34987. * @param id defines the id to search for
  34988. * @return the found mesh or null if not found at all.
  34989. */
  34990. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34991. /**
  34992. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34993. * @param id defines the id to search for
  34994. * @return the found node or null if not found at all
  34995. */
  34996. getLastEntryByID(id: string): Nullable<Node>;
  34997. /**
  34998. * Gets a node (Mesh, Camera, Light) using a given id
  34999. * @param id defines the id to search for
  35000. * @return the found node or null if not found at all
  35001. */
  35002. getNodeByID(id: string): Nullable<Node>;
  35003. /**
  35004. * Gets a node (Mesh, Camera, Light) using a given name
  35005. * @param name defines the name to search for
  35006. * @return the found node or null if not found at all.
  35007. */
  35008. getNodeByName(name: string): Nullable<Node>;
  35009. /**
  35010. * Gets a mesh using a given name
  35011. * @param name defines the name to search for
  35012. * @return the found mesh or null if not found at all.
  35013. */
  35014. getMeshByName(name: string): Nullable<AbstractMesh>;
  35015. /**
  35016. * Gets a transform node using a given name
  35017. * @param name defines the name to search for
  35018. * @return the found transform node or null if not found at all.
  35019. */
  35020. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35021. /**
  35022. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35023. * @param id defines the id to search for
  35024. * @return the found skeleton or null if not found at all.
  35025. */
  35026. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35027. /**
  35028. * Gets a skeleton using a given auto generated unique id
  35029. * @param uniqueId defines the unique id to search for
  35030. * @return the found skeleton or null if not found at all.
  35031. */
  35032. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35033. /**
  35034. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35035. * @param id defines the id to search for
  35036. * @return the found skeleton or null if not found at all.
  35037. */
  35038. getSkeletonById(id: string): Nullable<Skeleton>;
  35039. /**
  35040. * Gets a skeleton using a given name
  35041. * @param name defines the name to search for
  35042. * @return the found skeleton or null if not found at all.
  35043. */
  35044. getSkeletonByName(name: string): Nullable<Skeleton>;
  35045. /**
  35046. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35047. * @param id defines the id to search for
  35048. * @return the found morph target manager or null if not found at all.
  35049. */
  35050. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35051. /**
  35052. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35053. * @param id defines the id to search for
  35054. * @return the found morph target or null if not found at all.
  35055. */
  35056. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35057. /**
  35058. * Gets a boolean indicating if the given mesh is active
  35059. * @param mesh defines the mesh to look for
  35060. * @returns true if the mesh is in the active list
  35061. */
  35062. isActiveMesh(mesh: AbstractMesh): boolean;
  35063. /**
  35064. * Return a unique id as a string which can serve as an identifier for the scene
  35065. */
  35066. readonly uid: string;
  35067. /**
  35068. * Add an externaly attached data from its key.
  35069. * This method call will fail and return false, if such key already exists.
  35070. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35071. * @param key the unique key that identifies the data
  35072. * @param data the data object to associate to the key for this Engine instance
  35073. * @return true if no such key were already present and the data was added successfully, false otherwise
  35074. */
  35075. addExternalData<T>(key: string, data: T): boolean;
  35076. /**
  35077. * Get an externaly attached data from its key
  35078. * @param key the unique key that identifies the data
  35079. * @return the associated data, if present (can be null), or undefined if not present
  35080. */
  35081. getExternalData<T>(key: string): Nullable<T>;
  35082. /**
  35083. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35084. * @param key the unique key that identifies the data
  35085. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35086. * @return the associated data, can be null if the factory returned null.
  35087. */
  35088. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35089. /**
  35090. * Remove an externaly attached data from the Engine instance
  35091. * @param key the unique key that identifies the data
  35092. * @return true if the data was successfully removed, false if it doesn't exist
  35093. */
  35094. removeExternalData(key: string): boolean;
  35095. private _evaluateSubMesh;
  35096. /**
  35097. * Clear the processed materials smart array preventing retention point in material dispose.
  35098. */
  35099. freeProcessedMaterials(): void;
  35100. private _preventFreeActiveMeshesAndRenderingGroups;
  35101. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35102. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35103. * when disposing several meshes in a row or a hierarchy of meshes.
  35104. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35105. */
  35106. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35107. /**
  35108. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35109. */
  35110. freeActiveMeshes(): void;
  35111. /**
  35112. * Clear the info related to rendering groups preventing retention points during dispose.
  35113. */
  35114. freeRenderingGroups(): void;
  35115. /** @hidden */
  35116. _isInIntermediateRendering(): boolean;
  35117. /**
  35118. * Lambda returning the list of potentially active meshes.
  35119. */
  35120. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35121. /**
  35122. * Lambda returning the list of potentially active sub meshes.
  35123. */
  35124. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35125. /**
  35126. * Lambda returning the list of potentially intersecting sub meshes.
  35127. */
  35128. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35129. /**
  35130. * Lambda returning the list of potentially colliding sub meshes.
  35131. */
  35132. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35133. private _activeMeshesFrozen;
  35134. /**
  35135. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35136. * @returns the current scene
  35137. */
  35138. freezeActiveMeshes(): Scene;
  35139. /**
  35140. * Use this function to restart evaluating active meshes on every frame
  35141. * @returns the current scene
  35142. */
  35143. unfreezeActiveMeshes(): Scene;
  35144. private _evaluateActiveMeshes;
  35145. private _activeMesh;
  35146. /**
  35147. * Update the transform matrix to update from the current active camera
  35148. * @param force defines a boolean used to force the update even if cache is up to date
  35149. */
  35150. updateTransformMatrix(force?: boolean): void;
  35151. private _bindFrameBuffer;
  35152. /** @hidden */
  35153. _allowPostProcessClearColor: boolean;
  35154. /** @hidden */
  35155. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35156. private _processSubCameras;
  35157. private _checkIntersections;
  35158. /** @hidden */
  35159. _advancePhysicsEngineStep(step: number): void;
  35160. /**
  35161. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35162. */
  35163. getDeterministicFrameTime: () => number;
  35164. /** @hidden */
  35165. _animate(): void;
  35166. /** Execute all animations (for a frame) */
  35167. animate(): void;
  35168. /**
  35169. * Render the scene
  35170. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35171. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35172. */
  35173. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35174. /**
  35175. * Freeze all materials
  35176. * A frozen material will not be updatable but should be faster to render
  35177. */
  35178. freezeMaterials(): void;
  35179. /**
  35180. * Unfreeze all materials
  35181. * A frozen material will not be updatable but should be faster to render
  35182. */
  35183. unfreezeMaterials(): void;
  35184. /**
  35185. * Releases all held ressources
  35186. */
  35187. dispose(): void;
  35188. /**
  35189. * Gets if the scene is already disposed
  35190. */
  35191. readonly isDisposed: boolean;
  35192. /**
  35193. * Call this function to reduce memory footprint of the scene.
  35194. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35195. */
  35196. clearCachedVertexData(): void;
  35197. /**
  35198. * This function will remove the local cached buffer data from texture.
  35199. * It will save memory but will prevent the texture from being rebuilt
  35200. */
  35201. cleanCachedTextureBuffer(): void;
  35202. /**
  35203. * Get the world extend vectors with an optional filter
  35204. *
  35205. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35206. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35207. */
  35208. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35209. min: Vector3;
  35210. max: Vector3;
  35211. };
  35212. /**
  35213. * Creates a ray that can be used to pick in the scene
  35214. * @param x defines the x coordinate of the origin (on-screen)
  35215. * @param y defines the y coordinate of the origin (on-screen)
  35216. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35217. * @param camera defines the camera to use for the picking
  35218. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35219. * @returns a Ray
  35220. */
  35221. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35222. /**
  35223. * Creates a ray that can be used to pick in the scene
  35224. * @param x defines the x coordinate of the origin (on-screen)
  35225. * @param y defines the y coordinate of the origin (on-screen)
  35226. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35227. * @param result defines the ray where to store the picking ray
  35228. * @param camera defines the camera to use for the picking
  35229. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35230. * @returns the current scene
  35231. */
  35232. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35233. /**
  35234. * Creates a ray that can be used to pick in the scene
  35235. * @param x defines the x coordinate of the origin (on-screen)
  35236. * @param y defines the y coordinate of the origin (on-screen)
  35237. * @param camera defines the camera to use for the picking
  35238. * @returns a Ray
  35239. */
  35240. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35241. /**
  35242. * Creates a ray that can be used to pick in the scene
  35243. * @param x defines the x coordinate of the origin (on-screen)
  35244. * @param y defines the y coordinate of the origin (on-screen)
  35245. * @param result defines the ray where to store the picking ray
  35246. * @param camera defines the camera to use for the picking
  35247. * @returns the current scene
  35248. */
  35249. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35250. /** Launch a ray to try to pick a mesh in the scene
  35251. * @param x position on screen
  35252. * @param y position on screen
  35253. * @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
  35254. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35255. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35256. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35257. * @returns a PickingInfo
  35258. */
  35259. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35260. /** Use the given ray to pick a mesh in the scene
  35261. * @param ray The ray to use to pick meshes
  35262. * @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
  35263. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35264. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35265. * @returns a PickingInfo
  35266. */
  35267. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35268. /**
  35269. * Launch a ray to try to pick a mesh in the scene
  35270. * @param x X position on screen
  35271. * @param y Y position on screen
  35272. * @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
  35273. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35274. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35275. * @returns an array of PickingInfo
  35276. */
  35277. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35278. /**
  35279. * Launch a ray to try to pick a mesh in the scene
  35280. * @param ray Ray to use
  35281. * @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
  35282. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35283. * @returns an array of PickingInfo
  35284. */
  35285. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35286. /**
  35287. * Force the value of meshUnderPointer
  35288. * @param mesh defines the mesh to use
  35289. */
  35290. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35291. /**
  35292. * Gets the mesh under the pointer
  35293. * @returns a Mesh or null if no mesh is under the pointer
  35294. */
  35295. getPointerOverMesh(): Nullable<AbstractMesh>;
  35296. /** @hidden */
  35297. _rebuildGeometries(): void;
  35298. /** @hidden */
  35299. _rebuildTextures(): void;
  35300. private _getByTags;
  35301. /**
  35302. * Get a list of meshes by tags
  35303. * @param tagsQuery defines the tags query to use
  35304. * @param forEach defines a predicate used to filter results
  35305. * @returns an array of Mesh
  35306. */
  35307. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35308. /**
  35309. * Get a list of cameras by tags
  35310. * @param tagsQuery defines the tags query to use
  35311. * @param forEach defines a predicate used to filter results
  35312. * @returns an array of Camera
  35313. */
  35314. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35315. /**
  35316. * Get a list of lights by tags
  35317. * @param tagsQuery defines the tags query to use
  35318. * @param forEach defines a predicate used to filter results
  35319. * @returns an array of Light
  35320. */
  35321. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35322. /**
  35323. * Get a list of materials by tags
  35324. * @param tagsQuery defines the tags query to use
  35325. * @param forEach defines a predicate used to filter results
  35326. * @returns an array of Material
  35327. */
  35328. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35329. /**
  35330. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35331. * This allowed control for front to back rendering or reversly depending of the special needs.
  35332. *
  35333. * @param renderingGroupId The rendering group id corresponding to its index
  35334. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35335. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35336. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35337. */
  35338. 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;
  35339. /**
  35340. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35341. *
  35342. * @param renderingGroupId The rendering group id corresponding to its index
  35343. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35344. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35345. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35346. */
  35347. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35348. /**
  35349. * Gets the current auto clear configuration for one rendering group of the rendering
  35350. * manager.
  35351. * @param index the rendering group index to get the information for
  35352. * @returns The auto clear setup for the requested rendering group
  35353. */
  35354. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35355. private _blockMaterialDirtyMechanism;
  35356. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35357. blockMaterialDirtyMechanism: boolean;
  35358. /**
  35359. * Will flag all materials as dirty to trigger new shader compilation
  35360. * @param flag defines the flag used to specify which material part must be marked as dirty
  35361. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35362. */
  35363. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35364. /** @hidden */
  35365. _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;
  35366. /** @hidden */
  35367. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35368. }
  35369. }
  35370. declare module "babylonjs/assetContainer" {
  35371. import { AbstractScene } from "babylonjs/abstractScene";
  35372. import { Scene } from "babylonjs/scene";
  35373. import { Mesh } from "babylonjs/Meshes/mesh";
  35374. /**
  35375. * Set of assets to keep when moving a scene into an asset container.
  35376. */
  35377. export class KeepAssets extends AbstractScene {
  35378. }
  35379. /**
  35380. * Container with a set of assets that can be added or removed from a scene.
  35381. */
  35382. export class AssetContainer extends AbstractScene {
  35383. /**
  35384. * The scene the AssetContainer belongs to.
  35385. */
  35386. scene: Scene;
  35387. /**
  35388. * Instantiates an AssetContainer.
  35389. * @param scene The scene the AssetContainer belongs to.
  35390. */
  35391. constructor(scene: Scene);
  35392. /**
  35393. * Adds all the assets from the container to the scene.
  35394. */
  35395. addAllToScene(): void;
  35396. /**
  35397. * Removes all the assets in the container from the scene
  35398. */
  35399. removeAllFromScene(): void;
  35400. /**
  35401. * Disposes all the assets in the container
  35402. */
  35403. dispose(): void;
  35404. private _moveAssets;
  35405. /**
  35406. * Removes all the assets contained in the scene and adds them to the container.
  35407. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35408. */
  35409. moveAllFromScene(keepAssets?: KeepAssets): void;
  35410. /**
  35411. * 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.
  35412. * @returns the root mesh
  35413. */
  35414. createRootMesh(): Mesh;
  35415. }
  35416. }
  35417. declare module "babylonjs/abstractScene" {
  35418. import { Scene } from "babylonjs/scene";
  35419. import { Nullable } from "babylonjs/types";
  35420. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35421. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35422. import { Geometry } from "babylonjs/Meshes/geometry";
  35423. import { Skeleton } from "babylonjs/Bones/skeleton";
  35424. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35425. import { AssetContainer } from "babylonjs/assetContainer";
  35426. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35427. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35428. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35429. import { Material } from "babylonjs/Materials/material";
  35430. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35431. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35432. import { Camera } from "babylonjs/Cameras/camera";
  35433. import { Light } from "babylonjs/Lights/light";
  35434. import { Node } from "babylonjs/node";
  35435. import { Animation } from "babylonjs/Animations/animation";
  35436. /**
  35437. * Defines how the parser contract is defined.
  35438. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35439. */
  35440. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35441. /**
  35442. * Defines how the individual parser contract is defined.
  35443. * These parser can parse an individual asset
  35444. */
  35445. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35446. /**
  35447. * Base class of the scene acting as a container for the different elements composing a scene.
  35448. * This class is dynamically extended by the different components of the scene increasing
  35449. * flexibility and reducing coupling
  35450. */
  35451. export abstract class AbstractScene {
  35452. /**
  35453. * Stores the list of available parsers in the application.
  35454. */
  35455. private static _BabylonFileParsers;
  35456. /**
  35457. * Stores the list of available individual parsers in the application.
  35458. */
  35459. private static _IndividualBabylonFileParsers;
  35460. /**
  35461. * Adds a parser in the list of available ones
  35462. * @param name Defines the name of the parser
  35463. * @param parser Defines the parser to add
  35464. */
  35465. static AddParser(name: string, parser: BabylonFileParser): void;
  35466. /**
  35467. * Gets a general parser from the list of avaialble ones
  35468. * @param name Defines the name of the parser
  35469. * @returns the requested parser or null
  35470. */
  35471. static GetParser(name: string): Nullable<BabylonFileParser>;
  35472. /**
  35473. * Adds n individual parser in the list of available ones
  35474. * @param name Defines the name of the parser
  35475. * @param parser Defines the parser to add
  35476. */
  35477. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35478. /**
  35479. * Gets an individual parser from the list of avaialble ones
  35480. * @param name Defines the name of the parser
  35481. * @returns the requested parser or null
  35482. */
  35483. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35484. /**
  35485. * Parser json data and populate both a scene and its associated container object
  35486. * @param jsonData Defines the data to parse
  35487. * @param scene Defines the scene to parse the data for
  35488. * @param container Defines the container attached to the parsing sequence
  35489. * @param rootUrl Defines the root url of the data
  35490. */
  35491. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35492. /**
  35493. * Gets the list of root nodes (ie. nodes with no parent)
  35494. */
  35495. rootNodes: Node[];
  35496. /** All of the cameras added to this scene
  35497. * @see http://doc.babylonjs.com/babylon101/cameras
  35498. */
  35499. cameras: Camera[];
  35500. /**
  35501. * All of the lights added to this scene
  35502. * @see http://doc.babylonjs.com/babylon101/lights
  35503. */
  35504. lights: Light[];
  35505. /**
  35506. * All of the (abstract) meshes added to this scene
  35507. */
  35508. meshes: AbstractMesh[];
  35509. /**
  35510. * The list of skeletons added to the scene
  35511. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35512. */
  35513. skeletons: Skeleton[];
  35514. /**
  35515. * All of the particle systems added to this scene
  35516. * @see http://doc.babylonjs.com/babylon101/particles
  35517. */
  35518. particleSystems: IParticleSystem[];
  35519. /**
  35520. * Gets a list of Animations associated with the scene
  35521. */
  35522. animations: Animation[];
  35523. /**
  35524. * All of the animation groups added to this scene
  35525. * @see http://doc.babylonjs.com/how_to/group
  35526. */
  35527. animationGroups: AnimationGroup[];
  35528. /**
  35529. * All of the multi-materials added to this scene
  35530. * @see http://doc.babylonjs.com/how_to/multi_materials
  35531. */
  35532. multiMaterials: MultiMaterial[];
  35533. /**
  35534. * All of the materials added to this scene
  35535. * In the context of a Scene, it is not supposed to be modified manually.
  35536. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35537. * Note also that the order of the Material wihin the array is not significant and might change.
  35538. * @see http://doc.babylonjs.com/babylon101/materials
  35539. */
  35540. materials: Material[];
  35541. /**
  35542. * The list of morph target managers added to the scene
  35543. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35544. */
  35545. morphTargetManagers: MorphTargetManager[];
  35546. /**
  35547. * The list of geometries used in the scene.
  35548. */
  35549. geometries: Geometry[];
  35550. /**
  35551. * All of the tranform nodes added to this scene
  35552. * In the context of a Scene, it is not supposed to be modified manually.
  35553. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35554. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35555. * @see http://doc.babylonjs.com/how_to/transformnode
  35556. */
  35557. transformNodes: TransformNode[];
  35558. /**
  35559. * ActionManagers available on the scene.
  35560. */
  35561. actionManagers: AbstractActionManager[];
  35562. /**
  35563. * Textures to keep.
  35564. */
  35565. textures: BaseTexture[];
  35566. /**
  35567. * Environment texture for the scene
  35568. */
  35569. environmentTexture: Nullable<BaseTexture>;
  35570. }
  35571. }
  35572. declare module "babylonjs/Audio/sound" {
  35573. import { Observable } from "babylonjs/Misc/observable";
  35574. import { Vector3 } from "babylonjs/Maths/math.vector";
  35575. import { Nullable } from "babylonjs/types";
  35576. import { Scene } from "babylonjs/scene";
  35577. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35578. /**
  35579. * Interface used to define options for Sound class
  35580. */
  35581. export interface ISoundOptions {
  35582. /**
  35583. * Does the sound autoplay once loaded.
  35584. */
  35585. autoplay?: boolean;
  35586. /**
  35587. * Does the sound loop after it finishes playing once.
  35588. */
  35589. loop?: boolean;
  35590. /**
  35591. * Sound's volume
  35592. */
  35593. volume?: number;
  35594. /**
  35595. * Is it a spatial sound?
  35596. */
  35597. spatialSound?: boolean;
  35598. /**
  35599. * Maximum distance to hear that sound
  35600. */
  35601. maxDistance?: number;
  35602. /**
  35603. * Uses user defined attenuation function
  35604. */
  35605. useCustomAttenuation?: boolean;
  35606. /**
  35607. * Define the roll off factor of spatial sounds.
  35608. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35609. */
  35610. rolloffFactor?: number;
  35611. /**
  35612. * Define the reference distance the sound should be heard perfectly.
  35613. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35614. */
  35615. refDistance?: number;
  35616. /**
  35617. * Define the distance attenuation model the sound will follow.
  35618. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35619. */
  35620. distanceModel?: string;
  35621. /**
  35622. * Defines the playback speed (1 by default)
  35623. */
  35624. playbackRate?: number;
  35625. /**
  35626. * Defines if the sound is from a streaming source
  35627. */
  35628. streaming?: boolean;
  35629. /**
  35630. * Defines an optional length (in seconds) inside the sound file
  35631. */
  35632. length?: number;
  35633. /**
  35634. * Defines an optional offset (in seconds) inside the sound file
  35635. */
  35636. offset?: number;
  35637. /**
  35638. * If true, URLs will not be required to state the audio file codec to use.
  35639. */
  35640. skipCodecCheck?: boolean;
  35641. }
  35642. /**
  35643. * Defines a sound that can be played in the application.
  35644. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35645. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35646. */
  35647. export class Sound {
  35648. /**
  35649. * The name of the sound in the scene.
  35650. */
  35651. name: string;
  35652. /**
  35653. * Does the sound autoplay once loaded.
  35654. */
  35655. autoplay: boolean;
  35656. /**
  35657. * Does the sound loop after it finishes playing once.
  35658. */
  35659. loop: boolean;
  35660. /**
  35661. * Does the sound use a custom attenuation curve to simulate the falloff
  35662. * happening when the source gets further away from the camera.
  35663. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35664. */
  35665. useCustomAttenuation: boolean;
  35666. /**
  35667. * The sound track id this sound belongs to.
  35668. */
  35669. soundTrackId: number;
  35670. /**
  35671. * Is this sound currently played.
  35672. */
  35673. isPlaying: boolean;
  35674. /**
  35675. * Is this sound currently paused.
  35676. */
  35677. isPaused: boolean;
  35678. /**
  35679. * Does this sound enables spatial sound.
  35680. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35681. */
  35682. spatialSound: boolean;
  35683. /**
  35684. * Define the reference distance the sound should be heard perfectly.
  35685. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35686. */
  35687. refDistance: number;
  35688. /**
  35689. * Define the roll off factor of spatial sounds.
  35690. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35691. */
  35692. rolloffFactor: number;
  35693. /**
  35694. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35695. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35696. */
  35697. maxDistance: number;
  35698. /**
  35699. * Define the distance attenuation model the sound will follow.
  35700. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35701. */
  35702. distanceModel: string;
  35703. /**
  35704. * @hidden
  35705. * Back Compat
  35706. **/
  35707. onended: () => any;
  35708. /**
  35709. * Observable event when the current playing sound finishes.
  35710. */
  35711. onEndedObservable: Observable<Sound>;
  35712. private _panningModel;
  35713. private _playbackRate;
  35714. private _streaming;
  35715. private _startTime;
  35716. private _startOffset;
  35717. private _position;
  35718. /** @hidden */
  35719. _positionInEmitterSpace: boolean;
  35720. private _localDirection;
  35721. private _volume;
  35722. private _isReadyToPlay;
  35723. private _isDirectional;
  35724. private _readyToPlayCallback;
  35725. private _audioBuffer;
  35726. private _soundSource;
  35727. private _streamingSource;
  35728. private _soundPanner;
  35729. private _soundGain;
  35730. private _inputAudioNode;
  35731. private _outputAudioNode;
  35732. private _coneInnerAngle;
  35733. private _coneOuterAngle;
  35734. private _coneOuterGain;
  35735. private _scene;
  35736. private _connectedTransformNode;
  35737. private _customAttenuationFunction;
  35738. private _registerFunc;
  35739. private _isOutputConnected;
  35740. private _htmlAudioElement;
  35741. private _urlType;
  35742. private _length?;
  35743. private _offset?;
  35744. /** @hidden */
  35745. static _SceneComponentInitialization: (scene: Scene) => void;
  35746. /**
  35747. * Create a sound and attach it to a scene
  35748. * @param name Name of your sound
  35749. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35750. * @param scene defines the scene the sound belongs to
  35751. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35752. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35753. */
  35754. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35755. /**
  35756. * Release the sound and its associated resources
  35757. */
  35758. dispose(): void;
  35759. /**
  35760. * Gets if the sounds is ready to be played or not.
  35761. * @returns true if ready, otherwise false
  35762. */
  35763. isReady(): boolean;
  35764. private _soundLoaded;
  35765. /**
  35766. * Sets the data of the sound from an audiobuffer
  35767. * @param audioBuffer The audioBuffer containing the data
  35768. */
  35769. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35770. /**
  35771. * Updates the current sounds options such as maxdistance, loop...
  35772. * @param options A JSON object containing values named as the object properties
  35773. */
  35774. updateOptions(options: ISoundOptions): void;
  35775. private _createSpatialParameters;
  35776. private _updateSpatialParameters;
  35777. /**
  35778. * Switch the panning model to HRTF:
  35779. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35780. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35781. */
  35782. switchPanningModelToHRTF(): void;
  35783. /**
  35784. * Switch the panning model to Equal Power:
  35785. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35786. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35787. */
  35788. switchPanningModelToEqualPower(): void;
  35789. private _switchPanningModel;
  35790. /**
  35791. * Connect this sound to a sound track audio node like gain...
  35792. * @param soundTrackAudioNode the sound track audio node to connect to
  35793. */
  35794. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35795. /**
  35796. * Transform this sound into a directional source
  35797. * @param coneInnerAngle Size of the inner cone in degree
  35798. * @param coneOuterAngle Size of the outer cone in degree
  35799. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35800. */
  35801. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35802. /**
  35803. * Gets or sets the inner angle for the directional cone.
  35804. */
  35805. /**
  35806. * Gets or sets the inner angle for the directional cone.
  35807. */
  35808. directionalConeInnerAngle: number;
  35809. /**
  35810. * Gets or sets the outer angle for the directional cone.
  35811. */
  35812. /**
  35813. * Gets or sets the outer angle for the directional cone.
  35814. */
  35815. directionalConeOuterAngle: number;
  35816. /**
  35817. * Sets the position of the emitter if spatial sound is enabled
  35818. * @param newPosition Defines the new posisiton
  35819. */
  35820. setPosition(newPosition: Vector3): void;
  35821. /**
  35822. * Sets the local direction of the emitter if spatial sound is enabled
  35823. * @param newLocalDirection Defines the new local direction
  35824. */
  35825. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35826. private _updateDirection;
  35827. /** @hidden */
  35828. updateDistanceFromListener(): void;
  35829. /**
  35830. * Sets a new custom attenuation function for the sound.
  35831. * @param callback Defines the function used for the attenuation
  35832. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35833. */
  35834. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35835. /**
  35836. * Play the sound
  35837. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35838. * @param offset (optional) Start the sound at a specific time in seconds
  35839. * @param length (optional) Sound duration (in seconds)
  35840. */
  35841. play(time?: number, offset?: number, length?: number): void;
  35842. private _onended;
  35843. /**
  35844. * Stop the sound
  35845. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35846. */
  35847. stop(time?: number): void;
  35848. /**
  35849. * Put the sound in pause
  35850. */
  35851. pause(): void;
  35852. /**
  35853. * Sets a dedicated volume for this sounds
  35854. * @param newVolume Define the new volume of the sound
  35855. * @param time Define time for gradual change to new volume
  35856. */
  35857. setVolume(newVolume: number, time?: number): void;
  35858. /**
  35859. * Set the sound play back rate
  35860. * @param newPlaybackRate Define the playback rate the sound should be played at
  35861. */
  35862. setPlaybackRate(newPlaybackRate: number): void;
  35863. /**
  35864. * Gets the volume of the sound.
  35865. * @returns the volume of the sound
  35866. */
  35867. getVolume(): number;
  35868. /**
  35869. * Attach the sound to a dedicated mesh
  35870. * @param transformNode The transform node to connect the sound with
  35871. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35872. */
  35873. attachToMesh(transformNode: TransformNode): void;
  35874. /**
  35875. * Detach the sound from the previously attached mesh
  35876. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35877. */
  35878. detachFromMesh(): void;
  35879. private _onRegisterAfterWorldMatrixUpdate;
  35880. /**
  35881. * Clone the current sound in the scene.
  35882. * @returns the new sound clone
  35883. */
  35884. clone(): Nullable<Sound>;
  35885. /**
  35886. * Gets the current underlying audio buffer containing the data
  35887. * @returns the audio buffer
  35888. */
  35889. getAudioBuffer(): Nullable<AudioBuffer>;
  35890. /**
  35891. * Serializes the Sound in a JSON representation
  35892. * @returns the JSON representation of the sound
  35893. */
  35894. serialize(): any;
  35895. /**
  35896. * Parse a JSON representation of a sound to innstantiate in a given scene
  35897. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35898. * @param scene Define the scene the new parsed sound should be created in
  35899. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35900. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35901. * @returns the newly parsed sound
  35902. */
  35903. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35904. }
  35905. }
  35906. declare module "babylonjs/Actions/directAudioActions" {
  35907. import { Action } from "babylonjs/Actions/action";
  35908. import { Condition } from "babylonjs/Actions/condition";
  35909. import { Sound } from "babylonjs/Audio/sound";
  35910. /**
  35911. * This defines an action helpful to play a defined sound on a triggered action.
  35912. */
  35913. export class PlaySoundAction extends Action {
  35914. private _sound;
  35915. /**
  35916. * Instantiate the action
  35917. * @param triggerOptions defines the trigger options
  35918. * @param sound defines the sound to play
  35919. * @param condition defines the trigger related conditions
  35920. */
  35921. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35922. /** @hidden */
  35923. _prepare(): void;
  35924. /**
  35925. * Execute the action and play the sound.
  35926. */
  35927. execute(): void;
  35928. /**
  35929. * Serializes the actions and its related information.
  35930. * @param parent defines the object to serialize in
  35931. * @returns the serialized object
  35932. */
  35933. serialize(parent: any): any;
  35934. }
  35935. /**
  35936. * This defines an action helpful to stop a defined sound on a triggered action.
  35937. */
  35938. export class StopSoundAction extends Action {
  35939. private _sound;
  35940. /**
  35941. * Instantiate the action
  35942. * @param triggerOptions defines the trigger options
  35943. * @param sound defines the sound to stop
  35944. * @param condition defines the trigger related conditions
  35945. */
  35946. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35947. /** @hidden */
  35948. _prepare(): void;
  35949. /**
  35950. * Execute the action and stop the sound.
  35951. */
  35952. execute(): void;
  35953. /**
  35954. * Serializes the actions and its related information.
  35955. * @param parent defines the object to serialize in
  35956. * @returns the serialized object
  35957. */
  35958. serialize(parent: any): any;
  35959. }
  35960. }
  35961. declare module "babylonjs/Actions/interpolateValueAction" {
  35962. import { Action } from "babylonjs/Actions/action";
  35963. import { Condition } from "babylonjs/Actions/condition";
  35964. import { Observable } from "babylonjs/Misc/observable";
  35965. /**
  35966. * This defines an action responsible to change the value of a property
  35967. * by interpolating between its current value and the newly set one once triggered.
  35968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35969. */
  35970. export class InterpolateValueAction extends Action {
  35971. /**
  35972. * Defines the path of the property where the value should be interpolated
  35973. */
  35974. propertyPath: string;
  35975. /**
  35976. * Defines the target value at the end of the interpolation.
  35977. */
  35978. value: any;
  35979. /**
  35980. * Defines the time it will take for the property to interpolate to the value.
  35981. */
  35982. duration: number;
  35983. /**
  35984. * Defines if the other scene animations should be stopped when the action has been triggered
  35985. */
  35986. stopOtherAnimations?: boolean;
  35987. /**
  35988. * Defines a callback raised once the interpolation animation has been done.
  35989. */
  35990. onInterpolationDone?: () => void;
  35991. /**
  35992. * Observable triggered once the interpolation animation has been done.
  35993. */
  35994. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35995. private _target;
  35996. private _effectiveTarget;
  35997. private _property;
  35998. /**
  35999. * Instantiate the action
  36000. * @param triggerOptions defines the trigger options
  36001. * @param target defines the object containing the value to interpolate
  36002. * @param propertyPath defines the path to the property in the target object
  36003. * @param value defines the target value at the end of the interpolation
  36004. * @param duration deines the time it will take for the property to interpolate to the value.
  36005. * @param condition defines the trigger related conditions
  36006. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36007. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36008. */
  36009. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36010. /** @hidden */
  36011. _prepare(): void;
  36012. /**
  36013. * Execute the action starts the value interpolation.
  36014. */
  36015. execute(): void;
  36016. /**
  36017. * Serializes the actions and its related information.
  36018. * @param parent defines the object to serialize in
  36019. * @returns the serialized object
  36020. */
  36021. serialize(parent: any): any;
  36022. }
  36023. }
  36024. declare module "babylonjs/Actions/index" {
  36025. export * from "babylonjs/Actions/action";
  36026. export * from "babylonjs/Actions/actionEvent";
  36027. export * from "babylonjs/Actions/actionManager";
  36028. export * from "babylonjs/Actions/condition";
  36029. export * from "babylonjs/Actions/directActions";
  36030. export * from "babylonjs/Actions/directAudioActions";
  36031. export * from "babylonjs/Actions/interpolateValueAction";
  36032. }
  36033. declare module "babylonjs/Animations/index" {
  36034. export * from "babylonjs/Animations/animatable";
  36035. export * from "babylonjs/Animations/animation";
  36036. export * from "babylonjs/Animations/animationGroup";
  36037. export * from "babylonjs/Animations/animationPropertiesOverride";
  36038. export * from "babylonjs/Animations/easing";
  36039. export * from "babylonjs/Animations/runtimeAnimation";
  36040. export * from "babylonjs/Animations/animationEvent";
  36041. export * from "babylonjs/Animations/animationGroup";
  36042. export * from "babylonjs/Animations/animationKey";
  36043. export * from "babylonjs/Animations/animationRange";
  36044. export * from "babylonjs/Animations/animatable.interface";
  36045. }
  36046. declare module "babylonjs/Audio/soundTrack" {
  36047. import { Sound } from "babylonjs/Audio/sound";
  36048. import { Analyser } from "babylonjs/Audio/analyser";
  36049. import { Scene } from "babylonjs/scene";
  36050. /**
  36051. * Options allowed during the creation of a sound track.
  36052. */
  36053. export interface ISoundTrackOptions {
  36054. /**
  36055. * The volume the sound track should take during creation
  36056. */
  36057. volume?: number;
  36058. /**
  36059. * Define if the sound track is the main sound track of the scene
  36060. */
  36061. mainTrack?: boolean;
  36062. }
  36063. /**
  36064. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36065. * It will be also used in a future release to apply effects on a specific track.
  36066. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36067. */
  36068. export class SoundTrack {
  36069. /**
  36070. * The unique identifier of the sound track in the scene.
  36071. */
  36072. id: number;
  36073. /**
  36074. * The list of sounds included in the sound track.
  36075. */
  36076. soundCollection: Array<Sound>;
  36077. private _outputAudioNode;
  36078. private _scene;
  36079. private _isMainTrack;
  36080. private _connectedAnalyser;
  36081. private _options;
  36082. private _isInitialized;
  36083. /**
  36084. * Creates a new sound track.
  36085. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36086. * @param scene Define the scene the sound track belongs to
  36087. * @param options
  36088. */
  36089. constructor(scene: Scene, options?: ISoundTrackOptions);
  36090. private _initializeSoundTrackAudioGraph;
  36091. /**
  36092. * Release the sound track and its associated resources
  36093. */
  36094. dispose(): void;
  36095. /**
  36096. * Adds a sound to this sound track
  36097. * @param sound define the cound to add
  36098. * @ignoreNaming
  36099. */
  36100. AddSound(sound: Sound): void;
  36101. /**
  36102. * Removes a sound to this sound track
  36103. * @param sound define the cound to remove
  36104. * @ignoreNaming
  36105. */
  36106. RemoveSound(sound: Sound): void;
  36107. /**
  36108. * Set a global volume for the full sound track.
  36109. * @param newVolume Define the new volume of the sound track
  36110. */
  36111. setVolume(newVolume: number): void;
  36112. /**
  36113. * Switch the panning model to HRTF:
  36114. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36115. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36116. */
  36117. switchPanningModelToHRTF(): void;
  36118. /**
  36119. * Switch the panning model to Equal Power:
  36120. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36121. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36122. */
  36123. switchPanningModelToEqualPower(): void;
  36124. /**
  36125. * Connect the sound track to an audio analyser allowing some amazing
  36126. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36127. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36128. * @param analyser The analyser to connect to the engine
  36129. */
  36130. connectToAnalyser(analyser: Analyser): void;
  36131. }
  36132. }
  36133. declare module "babylonjs/Audio/audioSceneComponent" {
  36134. import { Sound } from "babylonjs/Audio/sound";
  36135. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36136. import { Nullable } from "babylonjs/types";
  36137. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36138. import { Scene } from "babylonjs/scene";
  36139. import { AbstractScene } from "babylonjs/abstractScene";
  36140. import "babylonjs/Audio/audioEngine";
  36141. module "babylonjs/abstractScene" {
  36142. interface AbstractScene {
  36143. /**
  36144. * The list of sounds used in the scene.
  36145. */
  36146. sounds: Nullable<Array<Sound>>;
  36147. }
  36148. }
  36149. module "babylonjs/scene" {
  36150. interface Scene {
  36151. /**
  36152. * @hidden
  36153. * Backing field
  36154. */
  36155. _mainSoundTrack: SoundTrack;
  36156. /**
  36157. * The main sound track played by the scene.
  36158. * It cotains your primary collection of sounds.
  36159. */
  36160. mainSoundTrack: SoundTrack;
  36161. /**
  36162. * The list of sound tracks added to the scene
  36163. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36164. */
  36165. soundTracks: Nullable<Array<SoundTrack>>;
  36166. /**
  36167. * Gets a sound using a given name
  36168. * @param name defines the name to search for
  36169. * @return the found sound or null if not found at all.
  36170. */
  36171. getSoundByName(name: string): Nullable<Sound>;
  36172. /**
  36173. * Gets or sets if audio support is enabled
  36174. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36175. */
  36176. audioEnabled: boolean;
  36177. /**
  36178. * Gets or sets if audio will be output to headphones
  36179. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36180. */
  36181. headphone: boolean;
  36182. }
  36183. }
  36184. /**
  36185. * Defines the sound scene component responsible to manage any sounds
  36186. * in a given scene.
  36187. */
  36188. export class AudioSceneComponent implements ISceneSerializableComponent {
  36189. /**
  36190. * The component name helpfull to identify the component in the list of scene components.
  36191. */
  36192. readonly name: string;
  36193. /**
  36194. * The scene the component belongs to.
  36195. */
  36196. scene: Scene;
  36197. private _audioEnabled;
  36198. /**
  36199. * Gets whether audio is enabled or not.
  36200. * Please use related enable/disable method to switch state.
  36201. */
  36202. readonly audioEnabled: boolean;
  36203. private _headphone;
  36204. /**
  36205. * Gets whether audio is outputing to headphone or not.
  36206. * Please use the according Switch methods to change output.
  36207. */
  36208. readonly headphone: boolean;
  36209. /**
  36210. * Creates a new instance of the component for the given scene
  36211. * @param scene Defines the scene to register the component in
  36212. */
  36213. constructor(scene: Scene);
  36214. /**
  36215. * Registers the component in a given scene
  36216. */
  36217. register(): void;
  36218. /**
  36219. * Rebuilds the elements related to this component in case of
  36220. * context lost for instance.
  36221. */
  36222. rebuild(): void;
  36223. /**
  36224. * Serializes the component data to the specified json object
  36225. * @param serializationObject The object to serialize to
  36226. */
  36227. serialize(serializationObject: any): void;
  36228. /**
  36229. * Adds all the elements from the container to the scene
  36230. * @param container the container holding the elements
  36231. */
  36232. addFromContainer(container: AbstractScene): void;
  36233. /**
  36234. * Removes all the elements in the container from the scene
  36235. * @param container contains the elements to remove
  36236. * @param dispose if the removed element should be disposed (default: false)
  36237. */
  36238. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36239. /**
  36240. * Disposes the component and the associated ressources.
  36241. */
  36242. dispose(): void;
  36243. /**
  36244. * Disables audio in the associated scene.
  36245. */
  36246. disableAudio(): void;
  36247. /**
  36248. * Enables audio in the associated scene.
  36249. */
  36250. enableAudio(): void;
  36251. /**
  36252. * Switch audio to headphone output.
  36253. */
  36254. switchAudioModeForHeadphones(): void;
  36255. /**
  36256. * Switch audio to normal speakers.
  36257. */
  36258. switchAudioModeForNormalSpeakers(): void;
  36259. private _afterRender;
  36260. }
  36261. }
  36262. declare module "babylonjs/Audio/weightedsound" {
  36263. import { Sound } from "babylonjs/Audio/sound";
  36264. /**
  36265. * Wraps one or more Sound objects and selects one with random weight for playback.
  36266. */
  36267. export class WeightedSound {
  36268. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36269. loop: boolean;
  36270. private _coneInnerAngle;
  36271. private _coneOuterAngle;
  36272. private _volume;
  36273. /** A Sound is currently playing. */
  36274. isPlaying: boolean;
  36275. /** A Sound is currently paused. */
  36276. isPaused: boolean;
  36277. private _sounds;
  36278. private _weights;
  36279. private _currentIndex?;
  36280. /**
  36281. * Creates a new WeightedSound from the list of sounds given.
  36282. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36283. * @param sounds Array of Sounds that will be selected from.
  36284. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36285. */
  36286. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36287. /**
  36288. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36289. */
  36290. /**
  36291. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36292. */
  36293. directionalConeInnerAngle: number;
  36294. /**
  36295. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36296. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36297. */
  36298. /**
  36299. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36300. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36301. */
  36302. directionalConeOuterAngle: number;
  36303. /**
  36304. * Playback volume.
  36305. */
  36306. /**
  36307. * Playback volume.
  36308. */
  36309. volume: number;
  36310. private _onended;
  36311. /**
  36312. * Suspend playback
  36313. */
  36314. pause(): void;
  36315. /**
  36316. * Stop playback
  36317. */
  36318. stop(): void;
  36319. /**
  36320. * Start playback.
  36321. * @param startOffset Position the clip head at a specific time in seconds.
  36322. */
  36323. play(startOffset?: number): void;
  36324. }
  36325. }
  36326. declare module "babylonjs/Audio/index" {
  36327. export * from "babylonjs/Audio/analyser";
  36328. export * from "babylonjs/Audio/audioEngine";
  36329. export * from "babylonjs/Audio/audioSceneComponent";
  36330. export * from "babylonjs/Audio/sound";
  36331. export * from "babylonjs/Audio/soundTrack";
  36332. export * from "babylonjs/Audio/weightedsound";
  36333. }
  36334. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36335. import { Behavior } from "babylonjs/Behaviors/behavior";
  36336. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36337. import { BackEase } from "babylonjs/Animations/easing";
  36338. /**
  36339. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36340. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36341. */
  36342. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36343. /**
  36344. * Gets the name of the behavior.
  36345. */
  36346. readonly name: string;
  36347. /**
  36348. * The easing function used by animations
  36349. */
  36350. static EasingFunction: BackEase;
  36351. /**
  36352. * The easing mode used by animations
  36353. */
  36354. static EasingMode: number;
  36355. /**
  36356. * The duration of the animation, in milliseconds
  36357. */
  36358. transitionDuration: number;
  36359. /**
  36360. * Length of the distance animated by the transition when lower radius is reached
  36361. */
  36362. lowerRadiusTransitionRange: number;
  36363. /**
  36364. * Length of the distance animated by the transition when upper radius is reached
  36365. */
  36366. upperRadiusTransitionRange: number;
  36367. private _autoTransitionRange;
  36368. /**
  36369. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36370. */
  36371. /**
  36372. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36373. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36374. */
  36375. autoTransitionRange: boolean;
  36376. private _attachedCamera;
  36377. private _onAfterCheckInputsObserver;
  36378. private _onMeshTargetChangedObserver;
  36379. /**
  36380. * Initializes the behavior.
  36381. */
  36382. init(): void;
  36383. /**
  36384. * Attaches the behavior to its arc rotate camera.
  36385. * @param camera Defines the camera to attach the behavior to
  36386. */
  36387. attach(camera: ArcRotateCamera): void;
  36388. /**
  36389. * Detaches the behavior from its current arc rotate camera.
  36390. */
  36391. detach(): void;
  36392. private _radiusIsAnimating;
  36393. private _radiusBounceTransition;
  36394. private _animatables;
  36395. private _cachedWheelPrecision;
  36396. /**
  36397. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36398. * @param radiusLimit The limit to check against.
  36399. * @return Bool to indicate if at limit.
  36400. */
  36401. private _isRadiusAtLimit;
  36402. /**
  36403. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36404. * @param radiusDelta The delta by which to animate to. Can be negative.
  36405. */
  36406. private _applyBoundRadiusAnimation;
  36407. /**
  36408. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36409. */
  36410. protected _clearAnimationLocks(): void;
  36411. /**
  36412. * Stops and removes all animations that have been applied to the camera
  36413. */
  36414. stopAllAnimations(): void;
  36415. }
  36416. }
  36417. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36418. import { Behavior } from "babylonjs/Behaviors/behavior";
  36419. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36420. import { ExponentialEase } from "babylonjs/Animations/easing";
  36421. import { Nullable } from "babylonjs/types";
  36422. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36423. import { Vector3 } from "babylonjs/Maths/math.vector";
  36424. /**
  36425. * 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.
  36426. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36427. */
  36428. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36429. /**
  36430. * Gets the name of the behavior.
  36431. */
  36432. readonly name: string;
  36433. private _mode;
  36434. private _radiusScale;
  36435. private _positionScale;
  36436. private _defaultElevation;
  36437. private _elevationReturnTime;
  36438. private _elevationReturnWaitTime;
  36439. private _zoomStopsAnimation;
  36440. private _framingTime;
  36441. /**
  36442. * The easing function used by animations
  36443. */
  36444. static EasingFunction: ExponentialEase;
  36445. /**
  36446. * The easing mode used by animations
  36447. */
  36448. static EasingMode: number;
  36449. /**
  36450. * Sets the current mode used by the behavior
  36451. */
  36452. /**
  36453. * Gets current mode used by the behavior.
  36454. */
  36455. mode: number;
  36456. /**
  36457. * Sets the scale applied to the radius (1 by default)
  36458. */
  36459. /**
  36460. * Gets the scale applied to the radius
  36461. */
  36462. radiusScale: number;
  36463. /**
  36464. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36465. */
  36466. /**
  36467. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36468. */
  36469. positionScale: number;
  36470. /**
  36471. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36472. * behaviour is triggered, in radians.
  36473. */
  36474. /**
  36475. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36476. * behaviour is triggered, in radians.
  36477. */
  36478. defaultElevation: number;
  36479. /**
  36480. * Sets the time (in milliseconds) taken to return to the default beta position.
  36481. * Negative value indicates camera should not return to default.
  36482. */
  36483. /**
  36484. * Gets the time (in milliseconds) taken to return to the default beta position.
  36485. * Negative value indicates camera should not return to default.
  36486. */
  36487. elevationReturnTime: number;
  36488. /**
  36489. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36490. */
  36491. /**
  36492. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36493. */
  36494. elevationReturnWaitTime: number;
  36495. /**
  36496. * Sets the flag that indicates if user zooming should stop animation.
  36497. */
  36498. /**
  36499. * Gets the flag that indicates if user zooming should stop animation.
  36500. */
  36501. zoomStopsAnimation: boolean;
  36502. /**
  36503. * Sets the transition time when framing the mesh, in milliseconds
  36504. */
  36505. /**
  36506. * Gets the transition time when framing the mesh, in milliseconds
  36507. */
  36508. framingTime: number;
  36509. /**
  36510. * Define if the behavior should automatically change the configured
  36511. * camera limits and sensibilities.
  36512. */
  36513. autoCorrectCameraLimitsAndSensibility: boolean;
  36514. private _onPrePointerObservableObserver;
  36515. private _onAfterCheckInputsObserver;
  36516. private _onMeshTargetChangedObserver;
  36517. private _attachedCamera;
  36518. private _isPointerDown;
  36519. private _lastInteractionTime;
  36520. /**
  36521. * Initializes the behavior.
  36522. */
  36523. init(): void;
  36524. /**
  36525. * Attaches the behavior to its arc rotate camera.
  36526. * @param camera Defines the camera to attach the behavior to
  36527. */
  36528. attach(camera: ArcRotateCamera): void;
  36529. /**
  36530. * Detaches the behavior from its current arc rotate camera.
  36531. */
  36532. detach(): void;
  36533. private _animatables;
  36534. private _betaIsAnimating;
  36535. private _betaTransition;
  36536. private _radiusTransition;
  36537. private _vectorTransition;
  36538. /**
  36539. * Targets the given mesh and updates zoom level accordingly.
  36540. * @param mesh The mesh to target.
  36541. * @param radius Optional. If a cached radius position already exists, overrides default.
  36542. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36543. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36544. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36545. */
  36546. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36547. /**
  36548. * Targets the given mesh with its children and updates zoom level accordingly.
  36549. * @param mesh The mesh to target.
  36550. * @param radius Optional. If a cached radius position already exists, overrides default.
  36551. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36552. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36553. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36554. */
  36555. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36556. /**
  36557. * Targets the given meshes with their children and updates zoom level accordingly.
  36558. * @param meshes The mesh to target.
  36559. * @param radius Optional. If a cached radius position already exists, overrides default.
  36560. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36561. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36562. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36563. */
  36564. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36565. /**
  36566. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36567. * @param minimumWorld Determines the smaller position of the bounding box extend
  36568. * @param maximumWorld Determines the bigger position of the bounding box extend
  36569. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36570. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36571. */
  36572. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36573. /**
  36574. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36575. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36576. * frustum width.
  36577. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36578. * to fully enclose the mesh in the viewing frustum.
  36579. */
  36580. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36581. /**
  36582. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36583. * is automatically returned to its default position (expected to be above ground plane).
  36584. */
  36585. private _maintainCameraAboveGround;
  36586. /**
  36587. * Returns the frustum slope based on the canvas ratio and camera FOV
  36588. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36589. */
  36590. private _getFrustumSlope;
  36591. /**
  36592. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36593. */
  36594. private _clearAnimationLocks;
  36595. /**
  36596. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36597. */
  36598. private _applyUserInteraction;
  36599. /**
  36600. * Stops and removes all animations that have been applied to the camera
  36601. */
  36602. stopAllAnimations(): void;
  36603. /**
  36604. * Gets a value indicating if the user is moving the camera
  36605. */
  36606. readonly isUserIsMoving: boolean;
  36607. /**
  36608. * The camera can move all the way towards the mesh.
  36609. */
  36610. static IgnoreBoundsSizeMode: number;
  36611. /**
  36612. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36613. */
  36614. static FitFrustumSidesMode: number;
  36615. }
  36616. }
  36617. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36618. import { Nullable } from "babylonjs/types";
  36619. import { Camera } from "babylonjs/Cameras/camera";
  36620. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36621. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36622. /**
  36623. * Base class for Camera Pointer Inputs.
  36624. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36625. * for example usage.
  36626. */
  36627. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36628. /**
  36629. * Defines the camera the input is attached to.
  36630. */
  36631. abstract camera: Camera;
  36632. /**
  36633. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36634. */
  36635. protected _altKey: boolean;
  36636. protected _ctrlKey: boolean;
  36637. protected _metaKey: boolean;
  36638. protected _shiftKey: boolean;
  36639. /**
  36640. * Which mouse buttons were pressed at time of last mouse event.
  36641. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36642. */
  36643. protected _buttonsPressed: number;
  36644. /**
  36645. * Defines the buttons associated with the input to handle camera move.
  36646. */
  36647. buttons: number[];
  36648. /**
  36649. * Attach the input controls to a specific dom element to get the input from.
  36650. * @param element Defines the element the controls should be listened from
  36651. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36652. */
  36653. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36654. /**
  36655. * Detach the current controls from the specified dom element.
  36656. * @param element Defines the element to stop listening the inputs from
  36657. */
  36658. detachControl(element: Nullable<HTMLElement>): void;
  36659. /**
  36660. * Gets the class name of the current input.
  36661. * @returns the class name
  36662. */
  36663. getClassName(): string;
  36664. /**
  36665. * Get the friendly name associated with the input class.
  36666. * @returns the input friendly name
  36667. */
  36668. getSimpleName(): string;
  36669. /**
  36670. * Called on pointer POINTERDOUBLETAP event.
  36671. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36672. */
  36673. protected onDoubleTap(type: string): void;
  36674. /**
  36675. * Called on pointer POINTERMOVE event if only a single touch is active.
  36676. * Override this method to provide functionality.
  36677. */
  36678. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36679. /**
  36680. * Called on pointer POINTERMOVE event if multiple touches are active.
  36681. * Override this method to provide functionality.
  36682. */
  36683. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36684. /**
  36685. * Called on JS contextmenu event.
  36686. * Override this method to provide functionality.
  36687. */
  36688. protected onContextMenu(evt: PointerEvent): void;
  36689. /**
  36690. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36691. * press.
  36692. * Override this method to provide functionality.
  36693. */
  36694. protected onButtonDown(evt: PointerEvent): void;
  36695. /**
  36696. * Called each time a new POINTERUP event occurs. Ie, for each button
  36697. * release.
  36698. * Override this method to provide functionality.
  36699. */
  36700. protected onButtonUp(evt: PointerEvent): void;
  36701. /**
  36702. * Called when window becomes inactive.
  36703. * Override this method to provide functionality.
  36704. */
  36705. protected onLostFocus(): void;
  36706. private _pointerInput;
  36707. private _observer;
  36708. private _onLostFocus;
  36709. private pointA;
  36710. private pointB;
  36711. }
  36712. }
  36713. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36714. import { Nullable } from "babylonjs/types";
  36715. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36716. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36717. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36718. /**
  36719. * Manage the pointers inputs to control an arc rotate camera.
  36720. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36721. */
  36722. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36723. /**
  36724. * Defines the camera the input is attached to.
  36725. */
  36726. camera: ArcRotateCamera;
  36727. /**
  36728. * Gets the class name of the current input.
  36729. * @returns the class name
  36730. */
  36731. getClassName(): string;
  36732. /**
  36733. * Defines the buttons associated with the input to handle camera move.
  36734. */
  36735. buttons: number[];
  36736. /**
  36737. * Defines the pointer angular sensibility along the X axis or how fast is
  36738. * the camera rotating.
  36739. */
  36740. angularSensibilityX: number;
  36741. /**
  36742. * Defines the pointer angular sensibility along the Y axis or how fast is
  36743. * the camera rotating.
  36744. */
  36745. angularSensibilityY: number;
  36746. /**
  36747. * Defines the pointer pinch precision or how fast is the camera zooming.
  36748. */
  36749. pinchPrecision: number;
  36750. /**
  36751. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36752. * from 0.
  36753. * It defines the percentage of current camera.radius to use as delta when
  36754. * pinch zoom is used.
  36755. */
  36756. pinchDeltaPercentage: number;
  36757. /**
  36758. * Defines the pointer panning sensibility or how fast is the camera moving.
  36759. */
  36760. panningSensibility: number;
  36761. /**
  36762. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36763. */
  36764. multiTouchPanning: boolean;
  36765. /**
  36766. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36767. * zoom (pinch) through multitouch.
  36768. */
  36769. multiTouchPanAndZoom: boolean;
  36770. /**
  36771. * Revers pinch action direction.
  36772. */
  36773. pinchInwards: boolean;
  36774. private _isPanClick;
  36775. private _twoFingerActivityCount;
  36776. private _isPinching;
  36777. /**
  36778. * Called on pointer POINTERMOVE event if only a single touch is active.
  36779. */
  36780. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36781. /**
  36782. * Called on pointer POINTERDOUBLETAP event.
  36783. */
  36784. protected onDoubleTap(type: string): void;
  36785. /**
  36786. * Called on pointer POINTERMOVE event if multiple touches are active.
  36787. */
  36788. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36789. /**
  36790. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36791. * press.
  36792. */
  36793. protected onButtonDown(evt: PointerEvent): void;
  36794. /**
  36795. * Called each time a new POINTERUP event occurs. Ie, for each button
  36796. * release.
  36797. */
  36798. protected onButtonUp(evt: PointerEvent): void;
  36799. /**
  36800. * Called when window becomes inactive.
  36801. */
  36802. protected onLostFocus(): void;
  36803. }
  36804. }
  36805. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36806. import { Nullable } from "babylonjs/types";
  36807. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36808. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36809. /**
  36810. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36811. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36812. */
  36813. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36814. /**
  36815. * Defines the camera the input is attached to.
  36816. */
  36817. camera: ArcRotateCamera;
  36818. /**
  36819. * Defines the list of key codes associated with the up action (increase alpha)
  36820. */
  36821. keysUp: number[];
  36822. /**
  36823. * Defines the list of key codes associated with the down action (decrease alpha)
  36824. */
  36825. keysDown: number[];
  36826. /**
  36827. * Defines the list of key codes associated with the left action (increase beta)
  36828. */
  36829. keysLeft: number[];
  36830. /**
  36831. * Defines the list of key codes associated with the right action (decrease beta)
  36832. */
  36833. keysRight: number[];
  36834. /**
  36835. * Defines the list of key codes associated with the reset action.
  36836. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36837. */
  36838. keysReset: number[];
  36839. /**
  36840. * Defines the panning sensibility of the inputs.
  36841. * (How fast is the camera paning)
  36842. */
  36843. panningSensibility: number;
  36844. /**
  36845. * Defines the zooming sensibility of the inputs.
  36846. * (How fast is the camera zooming)
  36847. */
  36848. zoomingSensibility: number;
  36849. /**
  36850. * Defines wether maintaining the alt key down switch the movement mode from
  36851. * orientation to zoom.
  36852. */
  36853. useAltToZoom: boolean;
  36854. /**
  36855. * Rotation speed of the camera
  36856. */
  36857. angularSpeed: number;
  36858. private _keys;
  36859. private _ctrlPressed;
  36860. private _altPressed;
  36861. private _onCanvasBlurObserver;
  36862. private _onKeyboardObserver;
  36863. private _engine;
  36864. private _scene;
  36865. /**
  36866. * Attach the input controls to a specific dom element to get the input from.
  36867. * @param element Defines the element the controls should be listened from
  36868. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36869. */
  36870. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36871. /**
  36872. * Detach the current controls from the specified dom element.
  36873. * @param element Defines the element to stop listening the inputs from
  36874. */
  36875. detachControl(element: Nullable<HTMLElement>): void;
  36876. /**
  36877. * Update the current camera state depending on the inputs that have been used this frame.
  36878. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36879. */
  36880. checkInputs(): void;
  36881. /**
  36882. * Gets the class name of the current intput.
  36883. * @returns the class name
  36884. */
  36885. getClassName(): string;
  36886. /**
  36887. * Get the friendly name associated with the input class.
  36888. * @returns the input friendly name
  36889. */
  36890. getSimpleName(): string;
  36891. }
  36892. }
  36893. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36894. import { Nullable } from "babylonjs/types";
  36895. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36896. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36897. /**
  36898. * Manage the mouse wheel inputs to control an arc rotate camera.
  36899. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36900. */
  36901. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36902. /**
  36903. * Defines the camera the input is attached to.
  36904. */
  36905. camera: ArcRotateCamera;
  36906. /**
  36907. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36908. */
  36909. wheelPrecision: number;
  36910. /**
  36911. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36912. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36913. */
  36914. wheelDeltaPercentage: number;
  36915. private _wheel;
  36916. private _observer;
  36917. private computeDeltaFromMouseWheelLegacyEvent;
  36918. /**
  36919. * Attach the input controls to a specific dom element to get the input from.
  36920. * @param element Defines the element the controls should be listened from
  36921. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36922. */
  36923. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36924. /**
  36925. * Detach the current controls from the specified dom element.
  36926. * @param element Defines the element to stop listening the inputs from
  36927. */
  36928. detachControl(element: Nullable<HTMLElement>): void;
  36929. /**
  36930. * Gets the class name of the current intput.
  36931. * @returns the class name
  36932. */
  36933. getClassName(): string;
  36934. /**
  36935. * Get the friendly name associated with the input class.
  36936. * @returns the input friendly name
  36937. */
  36938. getSimpleName(): string;
  36939. }
  36940. }
  36941. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36942. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36943. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36944. /**
  36945. * Default Inputs manager for the ArcRotateCamera.
  36946. * It groups all the default supported inputs for ease of use.
  36947. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36948. */
  36949. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36950. /**
  36951. * Instantiates a new ArcRotateCameraInputsManager.
  36952. * @param camera Defines the camera the inputs belong to
  36953. */
  36954. constructor(camera: ArcRotateCamera);
  36955. /**
  36956. * Add mouse wheel input support to the input manager.
  36957. * @returns the current input manager
  36958. */
  36959. addMouseWheel(): ArcRotateCameraInputsManager;
  36960. /**
  36961. * Add pointers input support to the input manager.
  36962. * @returns the current input manager
  36963. */
  36964. addPointers(): ArcRotateCameraInputsManager;
  36965. /**
  36966. * Add keyboard input support to the input manager.
  36967. * @returns the current input manager
  36968. */
  36969. addKeyboard(): ArcRotateCameraInputsManager;
  36970. }
  36971. }
  36972. declare module "babylonjs/Cameras/arcRotateCamera" {
  36973. import { Observable } from "babylonjs/Misc/observable";
  36974. import { Nullable } from "babylonjs/types";
  36975. import { Scene } from "babylonjs/scene";
  36976. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36977. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36978. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36979. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36980. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36981. import { Camera } from "babylonjs/Cameras/camera";
  36982. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36983. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36984. import { Collider } from "babylonjs/Collisions/collider";
  36985. /**
  36986. * This represents an orbital type of camera.
  36987. *
  36988. * 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.
  36989. * 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.
  36990. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36991. */
  36992. export class ArcRotateCamera extends TargetCamera {
  36993. /**
  36994. * Defines the rotation angle of the camera along the longitudinal axis.
  36995. */
  36996. alpha: number;
  36997. /**
  36998. * Defines the rotation angle of the camera along the latitudinal axis.
  36999. */
  37000. beta: number;
  37001. /**
  37002. * Defines the radius of the camera from it s target point.
  37003. */
  37004. radius: number;
  37005. protected _target: Vector3;
  37006. protected _targetHost: Nullable<AbstractMesh>;
  37007. /**
  37008. * Defines the target point of the camera.
  37009. * The camera looks towards it form the radius distance.
  37010. */
  37011. target: Vector3;
  37012. /**
  37013. * Define the current local position of the camera in the scene
  37014. */
  37015. position: Vector3;
  37016. protected _upVector: Vector3;
  37017. protected _upToYMatrix: Matrix;
  37018. protected _YToUpMatrix: Matrix;
  37019. /**
  37020. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37021. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37022. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37023. */
  37024. upVector: Vector3;
  37025. /**
  37026. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37027. */
  37028. setMatUp(): void;
  37029. /**
  37030. * Current inertia value on the longitudinal axis.
  37031. * The bigger this number the longer it will take for the camera to stop.
  37032. */
  37033. inertialAlphaOffset: number;
  37034. /**
  37035. * Current inertia value on the latitudinal axis.
  37036. * The bigger this number the longer it will take for the camera to stop.
  37037. */
  37038. inertialBetaOffset: number;
  37039. /**
  37040. * Current inertia value on the radius axis.
  37041. * The bigger this number the longer it will take for the camera to stop.
  37042. */
  37043. inertialRadiusOffset: number;
  37044. /**
  37045. * Minimum allowed angle on the longitudinal axis.
  37046. * This can help limiting how the Camera is able to move in the scene.
  37047. */
  37048. lowerAlphaLimit: Nullable<number>;
  37049. /**
  37050. * Maximum allowed angle on the longitudinal axis.
  37051. * This can help limiting how the Camera is able to move in the scene.
  37052. */
  37053. upperAlphaLimit: Nullable<number>;
  37054. /**
  37055. * Minimum allowed angle on the latitudinal axis.
  37056. * This can help limiting how the Camera is able to move in the scene.
  37057. */
  37058. lowerBetaLimit: number;
  37059. /**
  37060. * Maximum allowed angle on the latitudinal axis.
  37061. * This can help limiting how the Camera is able to move in the scene.
  37062. */
  37063. upperBetaLimit: number;
  37064. /**
  37065. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37066. * This can help limiting how the Camera is able to move in the scene.
  37067. */
  37068. lowerRadiusLimit: Nullable<number>;
  37069. /**
  37070. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37071. * This can help limiting how the Camera is able to move in the scene.
  37072. */
  37073. upperRadiusLimit: Nullable<number>;
  37074. /**
  37075. * Defines the current inertia value used during panning of the camera along the X axis.
  37076. */
  37077. inertialPanningX: number;
  37078. /**
  37079. * Defines the current inertia value used during panning of the camera along the Y axis.
  37080. */
  37081. inertialPanningY: number;
  37082. /**
  37083. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37084. * Basically if your fingers moves away from more than this distance you will be considered
  37085. * in pinch mode.
  37086. */
  37087. pinchToPanMaxDistance: number;
  37088. /**
  37089. * Defines the maximum distance the camera can pan.
  37090. * This could help keeping the cammera always in your scene.
  37091. */
  37092. panningDistanceLimit: Nullable<number>;
  37093. /**
  37094. * Defines the target of the camera before paning.
  37095. */
  37096. panningOriginTarget: Vector3;
  37097. /**
  37098. * Defines the value of the inertia used during panning.
  37099. * 0 would mean stop inertia and one would mean no decelleration at all.
  37100. */
  37101. panningInertia: number;
  37102. /**
  37103. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37104. */
  37105. angularSensibilityX: number;
  37106. /**
  37107. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37108. */
  37109. angularSensibilityY: number;
  37110. /**
  37111. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37112. */
  37113. pinchPrecision: number;
  37114. /**
  37115. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37116. * It will be used instead of pinchDeltaPrecision if different from 0.
  37117. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37118. */
  37119. pinchDeltaPercentage: number;
  37120. /**
  37121. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37122. */
  37123. panningSensibility: number;
  37124. /**
  37125. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37126. */
  37127. keysUp: number[];
  37128. /**
  37129. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37130. */
  37131. keysDown: number[];
  37132. /**
  37133. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37134. */
  37135. keysLeft: number[];
  37136. /**
  37137. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37138. */
  37139. keysRight: number[];
  37140. /**
  37141. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37142. */
  37143. wheelPrecision: number;
  37144. /**
  37145. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37146. * It will be used instead of pinchDeltaPrecision if different from 0.
  37147. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37148. */
  37149. wheelDeltaPercentage: number;
  37150. /**
  37151. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37152. */
  37153. zoomOnFactor: number;
  37154. /**
  37155. * Defines a screen offset for the camera position.
  37156. */
  37157. targetScreenOffset: Vector2;
  37158. /**
  37159. * Allows the camera to be completely reversed.
  37160. * If false the camera can not arrive upside down.
  37161. */
  37162. allowUpsideDown: boolean;
  37163. /**
  37164. * Define if double tap/click is used to restore the previously saved state of the camera.
  37165. */
  37166. useInputToRestoreState: boolean;
  37167. /** @hidden */
  37168. _viewMatrix: Matrix;
  37169. /** @hidden */
  37170. _useCtrlForPanning: boolean;
  37171. /** @hidden */
  37172. _panningMouseButton: number;
  37173. /**
  37174. * Defines the input associated to the camera.
  37175. */
  37176. inputs: ArcRotateCameraInputsManager;
  37177. /** @hidden */
  37178. _reset: () => void;
  37179. /**
  37180. * Defines the allowed panning axis.
  37181. */
  37182. panningAxis: Vector3;
  37183. protected _localDirection: Vector3;
  37184. protected _transformedDirection: Vector3;
  37185. private _bouncingBehavior;
  37186. /**
  37187. * Gets the bouncing behavior of the camera if it has been enabled.
  37188. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37189. */
  37190. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37191. /**
  37192. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37193. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37194. */
  37195. useBouncingBehavior: boolean;
  37196. private _framingBehavior;
  37197. /**
  37198. * Gets the framing behavior of the camera if it has been enabled.
  37199. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37200. */
  37201. readonly framingBehavior: Nullable<FramingBehavior>;
  37202. /**
  37203. * Defines if the framing behavior of the camera is enabled on the camera.
  37204. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37205. */
  37206. useFramingBehavior: boolean;
  37207. private _autoRotationBehavior;
  37208. /**
  37209. * Gets the auto rotation behavior of the camera if it has been enabled.
  37210. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37211. */
  37212. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37213. /**
  37214. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37215. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37216. */
  37217. useAutoRotationBehavior: boolean;
  37218. /**
  37219. * Observable triggered when the mesh target has been changed on the camera.
  37220. */
  37221. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37222. /**
  37223. * Event raised when the camera is colliding with a mesh.
  37224. */
  37225. onCollide: (collidedMesh: AbstractMesh) => void;
  37226. /**
  37227. * Defines whether the camera should check collision with the objects oh the scene.
  37228. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37229. */
  37230. checkCollisions: boolean;
  37231. /**
  37232. * Defines the collision radius of the camera.
  37233. * This simulates a sphere around the camera.
  37234. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37235. */
  37236. collisionRadius: Vector3;
  37237. protected _collider: Collider;
  37238. protected _previousPosition: Vector3;
  37239. protected _collisionVelocity: Vector3;
  37240. protected _newPosition: Vector3;
  37241. protected _previousAlpha: number;
  37242. protected _previousBeta: number;
  37243. protected _previousRadius: number;
  37244. protected _collisionTriggered: boolean;
  37245. protected _targetBoundingCenter: Nullable<Vector3>;
  37246. private _computationVector;
  37247. /**
  37248. * Instantiates a new ArcRotateCamera in a given scene
  37249. * @param name Defines the name of the camera
  37250. * @param alpha Defines the camera rotation along the logitudinal axis
  37251. * @param beta Defines the camera rotation along the latitudinal axis
  37252. * @param radius Defines the camera distance from its target
  37253. * @param target Defines the camera target
  37254. * @param scene Defines the scene the camera belongs to
  37255. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37256. */
  37257. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37258. /** @hidden */
  37259. _initCache(): void;
  37260. /** @hidden */
  37261. _updateCache(ignoreParentClass?: boolean): void;
  37262. protected _getTargetPosition(): Vector3;
  37263. private _storedAlpha;
  37264. private _storedBeta;
  37265. private _storedRadius;
  37266. private _storedTarget;
  37267. /**
  37268. * Stores the current state of the camera (alpha, beta, radius and target)
  37269. * @returns the camera itself
  37270. */
  37271. storeState(): Camera;
  37272. /**
  37273. * @hidden
  37274. * Restored camera state. You must call storeState() first
  37275. */
  37276. _restoreStateValues(): boolean;
  37277. /** @hidden */
  37278. _isSynchronizedViewMatrix(): boolean;
  37279. /**
  37280. * Attached controls to the current camera.
  37281. * @param element Defines the element the controls should be listened from
  37282. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37283. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37284. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37285. */
  37286. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37287. /**
  37288. * Detach the current controls from the camera.
  37289. * The camera will stop reacting to inputs.
  37290. * @param element Defines the element to stop listening the inputs from
  37291. */
  37292. detachControl(element: HTMLElement): void;
  37293. /** @hidden */
  37294. _checkInputs(): void;
  37295. protected _checkLimits(): void;
  37296. /**
  37297. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37298. */
  37299. rebuildAnglesAndRadius(): void;
  37300. /**
  37301. * Use a position to define the current camera related information like aplha, beta and radius
  37302. * @param position Defines the position to set the camera at
  37303. */
  37304. setPosition(position: Vector3): void;
  37305. /**
  37306. * Defines the target the camera should look at.
  37307. * This will automatically adapt alpha beta and radius to fit within the new target.
  37308. * @param target Defines the new target as a Vector or a mesh
  37309. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37310. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37311. */
  37312. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37313. /** @hidden */
  37314. _getViewMatrix(): Matrix;
  37315. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37316. /**
  37317. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37318. * @param meshes Defines the mesh to zoom on
  37319. * @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)
  37320. */
  37321. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37322. /**
  37323. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37324. * The target will be changed but the radius
  37325. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37326. * @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)
  37327. */
  37328. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37329. min: Vector3;
  37330. max: Vector3;
  37331. distance: number;
  37332. }, doNotUpdateMaxZ?: boolean): void;
  37333. /**
  37334. * @override
  37335. * Override Camera.createRigCamera
  37336. */
  37337. createRigCamera(name: string, cameraIndex: number): Camera;
  37338. /**
  37339. * @hidden
  37340. * @override
  37341. * Override Camera._updateRigCameras
  37342. */
  37343. _updateRigCameras(): void;
  37344. /**
  37345. * Destroy the camera and release the current resources hold by it.
  37346. */
  37347. dispose(): void;
  37348. /**
  37349. * Gets the current object class name.
  37350. * @return the class name
  37351. */
  37352. getClassName(): string;
  37353. }
  37354. }
  37355. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37356. import { Behavior } from "babylonjs/Behaviors/behavior";
  37357. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37358. /**
  37359. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37360. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37361. */
  37362. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37363. /**
  37364. * Gets the name of the behavior.
  37365. */
  37366. readonly name: string;
  37367. private _zoomStopsAnimation;
  37368. private _idleRotationSpeed;
  37369. private _idleRotationWaitTime;
  37370. private _idleRotationSpinupTime;
  37371. /**
  37372. * Sets the flag that indicates if user zooming should stop animation.
  37373. */
  37374. /**
  37375. * Gets the flag that indicates if user zooming should stop animation.
  37376. */
  37377. zoomStopsAnimation: boolean;
  37378. /**
  37379. * Sets the default speed at which the camera rotates around the model.
  37380. */
  37381. /**
  37382. * Gets the default speed at which the camera rotates around the model.
  37383. */
  37384. idleRotationSpeed: number;
  37385. /**
  37386. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37387. */
  37388. /**
  37389. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37390. */
  37391. idleRotationWaitTime: number;
  37392. /**
  37393. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37394. */
  37395. /**
  37396. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37397. */
  37398. idleRotationSpinupTime: number;
  37399. /**
  37400. * Gets a value indicating if the camera is currently rotating because of this behavior
  37401. */
  37402. readonly rotationInProgress: boolean;
  37403. private _onPrePointerObservableObserver;
  37404. private _onAfterCheckInputsObserver;
  37405. private _attachedCamera;
  37406. private _isPointerDown;
  37407. private _lastFrameTime;
  37408. private _lastInteractionTime;
  37409. private _cameraRotationSpeed;
  37410. /**
  37411. * Initializes the behavior.
  37412. */
  37413. init(): void;
  37414. /**
  37415. * Attaches the behavior to its arc rotate camera.
  37416. * @param camera Defines the camera to attach the behavior to
  37417. */
  37418. attach(camera: ArcRotateCamera): void;
  37419. /**
  37420. * Detaches the behavior from its current arc rotate camera.
  37421. */
  37422. detach(): void;
  37423. /**
  37424. * Returns true if user is scrolling.
  37425. * @return true if user is scrolling.
  37426. */
  37427. private _userIsZooming;
  37428. private _lastFrameRadius;
  37429. private _shouldAnimationStopForInteraction;
  37430. /**
  37431. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37432. */
  37433. private _applyUserInteraction;
  37434. private _userIsMoving;
  37435. }
  37436. }
  37437. declare module "babylonjs/Behaviors/Cameras/index" {
  37438. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37439. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37440. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37441. }
  37442. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37443. import { Mesh } from "babylonjs/Meshes/mesh";
  37444. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37445. import { Behavior } from "babylonjs/Behaviors/behavior";
  37446. /**
  37447. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37448. */
  37449. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37450. private ui;
  37451. /**
  37452. * The name of the behavior
  37453. */
  37454. name: string;
  37455. /**
  37456. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37457. */
  37458. distanceAwayFromFace: number;
  37459. /**
  37460. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37461. */
  37462. distanceAwayFromBottomOfFace: number;
  37463. private _faceVectors;
  37464. private _target;
  37465. private _scene;
  37466. private _onRenderObserver;
  37467. private _tmpMatrix;
  37468. private _tmpVector;
  37469. /**
  37470. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37471. * @param ui The transform node that should be attched to the mesh
  37472. */
  37473. constructor(ui: TransformNode);
  37474. /**
  37475. * Initializes the behavior
  37476. */
  37477. init(): void;
  37478. private _closestFace;
  37479. private _zeroVector;
  37480. private _lookAtTmpMatrix;
  37481. private _lookAtToRef;
  37482. /**
  37483. * Attaches the AttachToBoxBehavior to the passed in mesh
  37484. * @param target The mesh that the specified node will be attached to
  37485. */
  37486. attach(target: Mesh): void;
  37487. /**
  37488. * Detaches the behavior from the mesh
  37489. */
  37490. detach(): void;
  37491. }
  37492. }
  37493. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37494. import { Behavior } from "babylonjs/Behaviors/behavior";
  37495. import { Mesh } from "babylonjs/Meshes/mesh";
  37496. /**
  37497. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37498. */
  37499. export class FadeInOutBehavior implements Behavior<Mesh> {
  37500. /**
  37501. * Time in milliseconds to delay before fading in (Default: 0)
  37502. */
  37503. delay: number;
  37504. /**
  37505. * Time in milliseconds for the mesh to fade in (Default: 300)
  37506. */
  37507. fadeInTime: number;
  37508. private _millisecondsPerFrame;
  37509. private _hovered;
  37510. private _hoverValue;
  37511. private _ownerNode;
  37512. /**
  37513. * Instatiates the FadeInOutBehavior
  37514. */
  37515. constructor();
  37516. /**
  37517. * The name of the behavior
  37518. */
  37519. readonly name: string;
  37520. /**
  37521. * Initializes the behavior
  37522. */
  37523. init(): void;
  37524. /**
  37525. * Attaches the fade behavior on the passed in mesh
  37526. * @param ownerNode The mesh that will be faded in/out once attached
  37527. */
  37528. attach(ownerNode: Mesh): void;
  37529. /**
  37530. * Detaches the behavior from the mesh
  37531. */
  37532. detach(): void;
  37533. /**
  37534. * Triggers the mesh to begin fading in or out
  37535. * @param value if the object should fade in or out (true to fade in)
  37536. */
  37537. fadeIn(value: boolean): void;
  37538. private _update;
  37539. private _setAllVisibility;
  37540. }
  37541. }
  37542. declare module "babylonjs/Misc/pivotTools" {
  37543. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37544. /**
  37545. * Class containing a set of static utilities functions for managing Pivots
  37546. * @hidden
  37547. */
  37548. export class PivotTools {
  37549. private static _PivotCached;
  37550. private static _OldPivotPoint;
  37551. private static _PivotTranslation;
  37552. private static _PivotTmpVector;
  37553. /** @hidden */
  37554. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37555. /** @hidden */
  37556. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37557. }
  37558. }
  37559. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37560. import { Scene } from "babylonjs/scene";
  37561. import { Vector4 } from "babylonjs/Maths/math.vector";
  37562. import { Mesh } from "babylonjs/Meshes/mesh";
  37563. import { Nullable } from "babylonjs/types";
  37564. import { Plane } from "babylonjs/Maths/math.plane";
  37565. /**
  37566. * Class containing static functions to help procedurally build meshes
  37567. */
  37568. export class PlaneBuilder {
  37569. /**
  37570. * Creates a plane mesh
  37571. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37572. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37573. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37574. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37575. * * If you create a double-sided mesh, you can choose what parts of 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
  37576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37577. * @param name defines the name of the mesh
  37578. * @param options defines the options used to create the mesh
  37579. * @param scene defines the hosting scene
  37580. * @returns the plane mesh
  37581. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37582. */
  37583. static CreatePlane(name: string, options: {
  37584. size?: number;
  37585. width?: number;
  37586. height?: number;
  37587. sideOrientation?: number;
  37588. frontUVs?: Vector4;
  37589. backUVs?: Vector4;
  37590. updatable?: boolean;
  37591. sourcePlane?: Plane;
  37592. }, scene?: Nullable<Scene>): Mesh;
  37593. }
  37594. }
  37595. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37596. import { Behavior } from "babylonjs/Behaviors/behavior";
  37597. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37598. import { Observable } from "babylonjs/Misc/observable";
  37599. import { Vector3 } from "babylonjs/Maths/math.vector";
  37600. import { Ray } from "babylonjs/Culling/ray";
  37601. import "babylonjs/Meshes/Builders/planeBuilder";
  37602. /**
  37603. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37604. */
  37605. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37606. private static _AnyMouseID;
  37607. /**
  37608. * Abstract mesh the behavior is set on
  37609. */
  37610. attachedNode: AbstractMesh;
  37611. private _dragPlane;
  37612. private _scene;
  37613. private _pointerObserver;
  37614. private _beforeRenderObserver;
  37615. private static _planeScene;
  37616. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37617. /**
  37618. * 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)
  37619. */
  37620. maxDragAngle: number;
  37621. /**
  37622. * @hidden
  37623. */
  37624. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37625. /**
  37626. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37627. */
  37628. currentDraggingPointerID: number;
  37629. /**
  37630. * The last position where the pointer hit the drag plane in world space
  37631. */
  37632. lastDragPosition: Vector3;
  37633. /**
  37634. * If the behavior is currently in a dragging state
  37635. */
  37636. dragging: boolean;
  37637. /**
  37638. * 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)
  37639. */
  37640. dragDeltaRatio: number;
  37641. /**
  37642. * If the drag plane orientation should be updated during the dragging (Default: true)
  37643. */
  37644. updateDragPlane: boolean;
  37645. private _debugMode;
  37646. private _moving;
  37647. /**
  37648. * Fires each time the attached mesh is dragged with the pointer
  37649. * * delta between last drag position and current drag position in world space
  37650. * * dragDistance along the drag axis
  37651. * * dragPlaneNormal normal of the current drag plane used during the drag
  37652. * * dragPlanePoint in world space where the drag intersects the drag plane
  37653. */
  37654. onDragObservable: Observable<{
  37655. delta: Vector3;
  37656. dragPlanePoint: Vector3;
  37657. dragPlaneNormal: Vector3;
  37658. dragDistance: number;
  37659. pointerId: number;
  37660. }>;
  37661. /**
  37662. * Fires each time a drag begins (eg. mouse down on mesh)
  37663. */
  37664. onDragStartObservable: Observable<{
  37665. dragPlanePoint: Vector3;
  37666. pointerId: number;
  37667. }>;
  37668. /**
  37669. * Fires each time a drag ends (eg. mouse release after drag)
  37670. */
  37671. onDragEndObservable: Observable<{
  37672. dragPlanePoint: Vector3;
  37673. pointerId: number;
  37674. }>;
  37675. /**
  37676. * If the attached mesh should be moved when dragged
  37677. */
  37678. moveAttached: boolean;
  37679. /**
  37680. * If the drag behavior will react to drag events (Default: true)
  37681. */
  37682. enabled: boolean;
  37683. /**
  37684. * If pointer events should start and release the drag (Default: true)
  37685. */
  37686. startAndReleaseDragOnPointerEvents: boolean;
  37687. /**
  37688. * If camera controls should be detached during the drag
  37689. */
  37690. detachCameraControls: boolean;
  37691. /**
  37692. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37693. */
  37694. useObjectOrienationForDragging: boolean;
  37695. private _options;
  37696. /**
  37697. * Creates a pointer drag behavior that can be attached to a mesh
  37698. * @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)
  37699. */
  37700. constructor(options?: {
  37701. dragAxis?: Vector3;
  37702. dragPlaneNormal?: Vector3;
  37703. });
  37704. /**
  37705. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37706. */
  37707. validateDrag: (targetPosition: Vector3) => boolean;
  37708. /**
  37709. * The name of the behavior
  37710. */
  37711. readonly name: string;
  37712. /**
  37713. * Initializes the behavior
  37714. */
  37715. init(): void;
  37716. private _tmpVector;
  37717. private _alternatePickedPoint;
  37718. private _worldDragAxis;
  37719. private _targetPosition;
  37720. private _attachedElement;
  37721. /**
  37722. * Attaches the drag behavior the passed in mesh
  37723. * @param ownerNode The mesh that will be dragged around once attached
  37724. */
  37725. attach(ownerNode: AbstractMesh): void;
  37726. /**
  37727. * Force relase the drag action by code.
  37728. */
  37729. releaseDrag(): void;
  37730. private _startDragRay;
  37731. private _lastPointerRay;
  37732. /**
  37733. * Simulates the start of a pointer drag event on the behavior
  37734. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37735. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37736. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37737. */
  37738. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37739. private _startDrag;
  37740. private _dragDelta;
  37741. private _moveDrag;
  37742. private _pickWithRayOnDragPlane;
  37743. private _pointA;
  37744. private _pointB;
  37745. private _pointC;
  37746. private _lineA;
  37747. private _lineB;
  37748. private _localAxis;
  37749. private _lookAt;
  37750. private _updateDragPlanePosition;
  37751. /**
  37752. * Detaches the behavior from the mesh
  37753. */
  37754. detach(): void;
  37755. }
  37756. }
  37757. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37758. import { Mesh } from "babylonjs/Meshes/mesh";
  37759. import { Behavior } from "babylonjs/Behaviors/behavior";
  37760. /**
  37761. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37762. */
  37763. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37764. private _dragBehaviorA;
  37765. private _dragBehaviorB;
  37766. private _startDistance;
  37767. private _initialScale;
  37768. private _targetScale;
  37769. private _ownerNode;
  37770. private _sceneRenderObserver;
  37771. /**
  37772. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37773. */
  37774. constructor();
  37775. /**
  37776. * The name of the behavior
  37777. */
  37778. readonly name: string;
  37779. /**
  37780. * Initializes the behavior
  37781. */
  37782. init(): void;
  37783. private _getCurrentDistance;
  37784. /**
  37785. * Attaches the scale behavior the passed in mesh
  37786. * @param ownerNode The mesh that will be scaled around once attached
  37787. */
  37788. attach(ownerNode: Mesh): void;
  37789. /**
  37790. * Detaches the behavior from the mesh
  37791. */
  37792. detach(): void;
  37793. }
  37794. }
  37795. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37796. import { Behavior } from "babylonjs/Behaviors/behavior";
  37797. import { Mesh } from "babylonjs/Meshes/mesh";
  37798. import { Observable } from "babylonjs/Misc/observable";
  37799. /**
  37800. * 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
  37801. */
  37802. export class SixDofDragBehavior implements Behavior<Mesh> {
  37803. private static _virtualScene;
  37804. private _ownerNode;
  37805. private _sceneRenderObserver;
  37806. private _scene;
  37807. private _targetPosition;
  37808. private _virtualOriginMesh;
  37809. private _virtualDragMesh;
  37810. private _pointerObserver;
  37811. private _moving;
  37812. private _startingOrientation;
  37813. /**
  37814. * 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)
  37815. */
  37816. private zDragFactor;
  37817. /**
  37818. * If the object should rotate to face the drag origin
  37819. */
  37820. rotateDraggedObject: boolean;
  37821. /**
  37822. * If the behavior is currently in a dragging state
  37823. */
  37824. dragging: boolean;
  37825. /**
  37826. * 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)
  37827. */
  37828. dragDeltaRatio: number;
  37829. /**
  37830. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37831. */
  37832. currentDraggingPointerID: number;
  37833. /**
  37834. * If camera controls should be detached during the drag
  37835. */
  37836. detachCameraControls: boolean;
  37837. /**
  37838. * Fires each time a drag starts
  37839. */
  37840. onDragStartObservable: Observable<{}>;
  37841. /**
  37842. * Fires each time a drag ends (eg. mouse release after drag)
  37843. */
  37844. onDragEndObservable: Observable<{}>;
  37845. /**
  37846. * 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
  37847. */
  37848. constructor();
  37849. /**
  37850. * The name of the behavior
  37851. */
  37852. readonly name: string;
  37853. /**
  37854. * Initializes the behavior
  37855. */
  37856. init(): void;
  37857. /**
  37858. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37859. */
  37860. private readonly _pointerCamera;
  37861. /**
  37862. * Attaches the scale behavior the passed in mesh
  37863. * @param ownerNode The mesh that will be scaled around once attached
  37864. */
  37865. attach(ownerNode: Mesh): void;
  37866. /**
  37867. * Detaches the behavior from the mesh
  37868. */
  37869. detach(): void;
  37870. }
  37871. }
  37872. declare module "babylonjs/Behaviors/Meshes/index" {
  37873. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37874. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37875. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37876. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37877. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37878. }
  37879. declare module "babylonjs/Behaviors/index" {
  37880. export * from "babylonjs/Behaviors/behavior";
  37881. export * from "babylonjs/Behaviors/Cameras/index";
  37882. export * from "babylonjs/Behaviors/Meshes/index";
  37883. }
  37884. declare module "babylonjs/Bones/boneIKController" {
  37885. import { Bone } from "babylonjs/Bones/bone";
  37886. import { Vector3 } from "babylonjs/Maths/math.vector";
  37887. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37888. import { Nullable } from "babylonjs/types";
  37889. /**
  37890. * Class used to apply inverse kinematics to bones
  37891. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37892. */
  37893. export class BoneIKController {
  37894. private static _tmpVecs;
  37895. private static _tmpQuat;
  37896. private static _tmpMats;
  37897. /**
  37898. * Gets or sets the target mesh
  37899. */
  37900. targetMesh: AbstractMesh;
  37901. /** Gets or sets the mesh used as pole */
  37902. poleTargetMesh: AbstractMesh;
  37903. /**
  37904. * Gets or sets the bone used as pole
  37905. */
  37906. poleTargetBone: Nullable<Bone>;
  37907. /**
  37908. * Gets or sets the target position
  37909. */
  37910. targetPosition: Vector3;
  37911. /**
  37912. * Gets or sets the pole target position
  37913. */
  37914. poleTargetPosition: Vector3;
  37915. /**
  37916. * Gets or sets the pole target local offset
  37917. */
  37918. poleTargetLocalOffset: Vector3;
  37919. /**
  37920. * Gets or sets the pole angle
  37921. */
  37922. poleAngle: number;
  37923. /**
  37924. * Gets or sets the mesh associated with the controller
  37925. */
  37926. mesh: AbstractMesh;
  37927. /**
  37928. * 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)
  37929. */
  37930. slerpAmount: number;
  37931. private _bone1Quat;
  37932. private _bone1Mat;
  37933. private _bone2Ang;
  37934. private _bone1;
  37935. private _bone2;
  37936. private _bone1Length;
  37937. private _bone2Length;
  37938. private _maxAngle;
  37939. private _maxReach;
  37940. private _rightHandedSystem;
  37941. private _bendAxis;
  37942. private _slerping;
  37943. private _adjustRoll;
  37944. /**
  37945. * Gets or sets maximum allowed angle
  37946. */
  37947. maxAngle: number;
  37948. /**
  37949. * Creates a new BoneIKController
  37950. * @param mesh defines the mesh to control
  37951. * @param bone defines the bone to control
  37952. * @param options defines options to set up the controller
  37953. */
  37954. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37955. targetMesh?: AbstractMesh;
  37956. poleTargetMesh?: AbstractMesh;
  37957. poleTargetBone?: Bone;
  37958. poleTargetLocalOffset?: Vector3;
  37959. poleAngle?: number;
  37960. bendAxis?: Vector3;
  37961. maxAngle?: number;
  37962. slerpAmount?: number;
  37963. });
  37964. private _setMaxAngle;
  37965. /**
  37966. * Force the controller to update the bones
  37967. */
  37968. update(): void;
  37969. }
  37970. }
  37971. declare module "babylonjs/Bones/boneLookController" {
  37972. import { Vector3 } from "babylonjs/Maths/math.vector";
  37973. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37974. import { Bone } from "babylonjs/Bones/bone";
  37975. import { Space } from "babylonjs/Maths/math.axis";
  37976. /**
  37977. * Class used to make a bone look toward a point in space
  37978. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37979. */
  37980. export class BoneLookController {
  37981. private static _tmpVecs;
  37982. private static _tmpQuat;
  37983. private static _tmpMats;
  37984. /**
  37985. * The target Vector3 that the bone will look at
  37986. */
  37987. target: Vector3;
  37988. /**
  37989. * The mesh that the bone is attached to
  37990. */
  37991. mesh: AbstractMesh;
  37992. /**
  37993. * The bone that will be looking to the target
  37994. */
  37995. bone: Bone;
  37996. /**
  37997. * The up axis of the coordinate system that is used when the bone is rotated
  37998. */
  37999. upAxis: Vector3;
  38000. /**
  38001. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38002. */
  38003. upAxisSpace: Space;
  38004. /**
  38005. * Used to make an adjustment to the yaw of the bone
  38006. */
  38007. adjustYaw: number;
  38008. /**
  38009. * Used to make an adjustment to the pitch of the bone
  38010. */
  38011. adjustPitch: number;
  38012. /**
  38013. * Used to make an adjustment to the roll of the bone
  38014. */
  38015. adjustRoll: number;
  38016. /**
  38017. * 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)
  38018. */
  38019. slerpAmount: number;
  38020. private _minYaw;
  38021. private _maxYaw;
  38022. private _minPitch;
  38023. private _maxPitch;
  38024. private _minYawSin;
  38025. private _minYawCos;
  38026. private _maxYawSin;
  38027. private _maxYawCos;
  38028. private _midYawConstraint;
  38029. private _minPitchTan;
  38030. private _maxPitchTan;
  38031. private _boneQuat;
  38032. private _slerping;
  38033. private _transformYawPitch;
  38034. private _transformYawPitchInv;
  38035. private _firstFrameSkipped;
  38036. private _yawRange;
  38037. private _fowardAxis;
  38038. /**
  38039. * Gets or sets the minimum yaw angle that the bone can look to
  38040. */
  38041. minYaw: number;
  38042. /**
  38043. * Gets or sets the maximum yaw angle that the bone can look to
  38044. */
  38045. maxYaw: number;
  38046. /**
  38047. * Gets or sets the minimum pitch angle that the bone can look to
  38048. */
  38049. minPitch: number;
  38050. /**
  38051. * Gets or sets the maximum pitch angle that the bone can look to
  38052. */
  38053. maxPitch: number;
  38054. /**
  38055. * Create a BoneLookController
  38056. * @param mesh the mesh that the bone belongs to
  38057. * @param bone the bone that will be looking to the target
  38058. * @param target the target Vector3 to look at
  38059. * @param options optional settings:
  38060. * * maxYaw: the maximum angle the bone will yaw to
  38061. * * minYaw: the minimum angle the bone will yaw to
  38062. * * maxPitch: the maximum angle the bone will pitch to
  38063. * * minPitch: the minimum angle the bone will yaw to
  38064. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38065. * * upAxis: the up axis of the coordinate system
  38066. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38067. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38068. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38069. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38070. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38071. * * adjustRoll: used to make an adjustment to the roll of the bone
  38072. **/
  38073. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38074. maxYaw?: number;
  38075. minYaw?: number;
  38076. maxPitch?: number;
  38077. minPitch?: number;
  38078. slerpAmount?: number;
  38079. upAxis?: Vector3;
  38080. upAxisSpace?: Space;
  38081. yawAxis?: Vector3;
  38082. pitchAxis?: Vector3;
  38083. adjustYaw?: number;
  38084. adjustPitch?: number;
  38085. adjustRoll?: number;
  38086. });
  38087. /**
  38088. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38089. */
  38090. update(): void;
  38091. private _getAngleDiff;
  38092. private _getAngleBetween;
  38093. private _isAngleBetween;
  38094. }
  38095. }
  38096. declare module "babylonjs/Bones/index" {
  38097. export * from "babylonjs/Bones/bone";
  38098. export * from "babylonjs/Bones/boneIKController";
  38099. export * from "babylonjs/Bones/boneLookController";
  38100. export * from "babylonjs/Bones/skeleton";
  38101. }
  38102. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38103. import { Nullable } from "babylonjs/types";
  38104. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38105. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38106. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38107. /**
  38108. * Manage the gamepad inputs to control an arc rotate camera.
  38109. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38110. */
  38111. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38112. /**
  38113. * Defines the camera the input is attached to.
  38114. */
  38115. camera: ArcRotateCamera;
  38116. /**
  38117. * Defines the gamepad the input is gathering event from.
  38118. */
  38119. gamepad: Nullable<Gamepad>;
  38120. /**
  38121. * Defines the gamepad rotation sensiblity.
  38122. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38123. */
  38124. gamepadRotationSensibility: number;
  38125. /**
  38126. * Defines the gamepad move sensiblity.
  38127. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38128. */
  38129. gamepadMoveSensibility: number;
  38130. private _onGamepadConnectedObserver;
  38131. private _onGamepadDisconnectedObserver;
  38132. /**
  38133. * Attach the input controls to a specific dom element to get the input from.
  38134. * @param element Defines the element the controls should be listened from
  38135. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38136. */
  38137. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38138. /**
  38139. * Detach the current controls from the specified dom element.
  38140. * @param element Defines the element to stop listening the inputs from
  38141. */
  38142. detachControl(element: Nullable<HTMLElement>): void;
  38143. /**
  38144. * Update the current camera state depending on the inputs that have been used this frame.
  38145. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38146. */
  38147. checkInputs(): void;
  38148. /**
  38149. * Gets the class name of the current intput.
  38150. * @returns the class name
  38151. */
  38152. getClassName(): string;
  38153. /**
  38154. * Get the friendly name associated with the input class.
  38155. * @returns the input friendly name
  38156. */
  38157. getSimpleName(): string;
  38158. }
  38159. }
  38160. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38161. import { Nullable } from "babylonjs/types";
  38162. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38163. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38164. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38165. interface ArcRotateCameraInputsManager {
  38166. /**
  38167. * Add orientation input support to the input manager.
  38168. * @returns the current input manager
  38169. */
  38170. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38171. }
  38172. }
  38173. /**
  38174. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38175. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38176. */
  38177. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38178. /**
  38179. * Defines the camera the input is attached to.
  38180. */
  38181. camera: ArcRotateCamera;
  38182. /**
  38183. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38184. */
  38185. alphaCorrection: number;
  38186. /**
  38187. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38188. */
  38189. gammaCorrection: number;
  38190. private _alpha;
  38191. private _gamma;
  38192. private _dirty;
  38193. private _deviceOrientationHandler;
  38194. /**
  38195. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38196. */
  38197. constructor();
  38198. /**
  38199. * Attach the input controls to a specific dom element to get the input from.
  38200. * @param element Defines the element the controls should be listened from
  38201. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38202. */
  38203. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38204. /** @hidden */
  38205. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38206. /**
  38207. * Update the current camera state depending on the inputs that have been used this frame.
  38208. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38209. */
  38210. checkInputs(): void;
  38211. /**
  38212. * Detach the current controls from the specified dom element.
  38213. * @param element Defines the element to stop listening the inputs from
  38214. */
  38215. detachControl(element: Nullable<HTMLElement>): void;
  38216. /**
  38217. * Gets the class name of the current intput.
  38218. * @returns the class name
  38219. */
  38220. getClassName(): string;
  38221. /**
  38222. * Get the friendly name associated with the input class.
  38223. * @returns the input friendly name
  38224. */
  38225. getSimpleName(): string;
  38226. }
  38227. }
  38228. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38229. import { Nullable } from "babylonjs/types";
  38230. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38231. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38232. /**
  38233. * Listen to mouse events to control the camera.
  38234. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38235. */
  38236. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38237. /**
  38238. * Defines the camera the input is attached to.
  38239. */
  38240. camera: FlyCamera;
  38241. /**
  38242. * Defines if touch is enabled. (Default is true.)
  38243. */
  38244. touchEnabled: boolean;
  38245. /**
  38246. * Defines the buttons associated with the input to handle camera rotation.
  38247. */
  38248. buttons: number[];
  38249. /**
  38250. * Assign buttons for Yaw control.
  38251. */
  38252. buttonsYaw: number[];
  38253. /**
  38254. * Assign buttons for Pitch control.
  38255. */
  38256. buttonsPitch: number[];
  38257. /**
  38258. * Assign buttons for Roll control.
  38259. */
  38260. buttonsRoll: number[];
  38261. /**
  38262. * Detect if any button is being pressed while mouse is moved.
  38263. * -1 = Mouse locked.
  38264. * 0 = Left button.
  38265. * 1 = Middle Button.
  38266. * 2 = Right Button.
  38267. */
  38268. activeButton: number;
  38269. /**
  38270. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38271. * Higher values reduce its sensitivity.
  38272. */
  38273. angularSensibility: number;
  38274. private _mousemoveCallback;
  38275. private _observer;
  38276. private _rollObserver;
  38277. private previousPosition;
  38278. private noPreventDefault;
  38279. private element;
  38280. /**
  38281. * Listen to mouse events to control the camera.
  38282. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38283. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38284. */
  38285. constructor(touchEnabled?: boolean);
  38286. /**
  38287. * Attach the mouse control to the HTML DOM element.
  38288. * @param element Defines the element that listens to the input events.
  38289. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38290. */
  38291. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38292. /**
  38293. * Detach the current controls from the specified dom element.
  38294. * @param element Defines the element to stop listening the inputs from
  38295. */
  38296. detachControl(element: Nullable<HTMLElement>): void;
  38297. /**
  38298. * Gets the class name of the current input.
  38299. * @returns the class name.
  38300. */
  38301. getClassName(): string;
  38302. /**
  38303. * Get the friendly name associated with the input class.
  38304. * @returns the input's friendly name.
  38305. */
  38306. getSimpleName(): string;
  38307. private _pointerInput;
  38308. private _onMouseMove;
  38309. /**
  38310. * Rotate camera by mouse offset.
  38311. */
  38312. private rotateCamera;
  38313. }
  38314. }
  38315. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38316. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38317. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38318. /**
  38319. * Default Inputs manager for the FlyCamera.
  38320. * It groups all the default supported inputs for ease of use.
  38321. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38322. */
  38323. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38324. /**
  38325. * Instantiates a new FlyCameraInputsManager.
  38326. * @param camera Defines the camera the inputs belong to.
  38327. */
  38328. constructor(camera: FlyCamera);
  38329. /**
  38330. * Add keyboard input support to the input manager.
  38331. * @returns the new FlyCameraKeyboardMoveInput().
  38332. */
  38333. addKeyboard(): FlyCameraInputsManager;
  38334. /**
  38335. * Add mouse input support to the input manager.
  38336. * @param touchEnabled Enable touch screen support.
  38337. * @returns the new FlyCameraMouseInput().
  38338. */
  38339. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38340. }
  38341. }
  38342. declare module "babylonjs/Cameras/flyCamera" {
  38343. import { Scene } from "babylonjs/scene";
  38344. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38345. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38346. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38347. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38348. /**
  38349. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38350. * such as in a 3D Space Shooter or a Flight Simulator.
  38351. */
  38352. export class FlyCamera extends TargetCamera {
  38353. /**
  38354. * Define the collision ellipsoid of the camera.
  38355. * This is helpful for simulating a camera body, like a player's body.
  38356. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38357. */
  38358. ellipsoid: Vector3;
  38359. /**
  38360. * Define an offset for the position of the ellipsoid around the camera.
  38361. * This can be helpful if the camera is attached away from the player's body center,
  38362. * such as at its head.
  38363. */
  38364. ellipsoidOffset: Vector3;
  38365. /**
  38366. * Enable or disable collisions of the camera with the rest of the scene objects.
  38367. */
  38368. checkCollisions: boolean;
  38369. /**
  38370. * Enable or disable gravity on the camera.
  38371. */
  38372. applyGravity: boolean;
  38373. /**
  38374. * Define the current direction the camera is moving to.
  38375. */
  38376. cameraDirection: Vector3;
  38377. /**
  38378. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38379. * This overrides and empties cameraRotation.
  38380. */
  38381. rotationQuaternion: Quaternion;
  38382. /**
  38383. * Track Roll to maintain the wanted Rolling when looking around.
  38384. */
  38385. _trackRoll: number;
  38386. /**
  38387. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38388. */
  38389. rollCorrect: number;
  38390. /**
  38391. * Mimic a banked turn, Rolling the camera when Yawing.
  38392. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38393. */
  38394. bankedTurn: boolean;
  38395. /**
  38396. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38397. */
  38398. bankedTurnLimit: number;
  38399. /**
  38400. * Value of 0 disables the banked Roll.
  38401. * Value of 1 is equal to the Yaw angle in radians.
  38402. */
  38403. bankedTurnMultiplier: number;
  38404. /**
  38405. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38406. */
  38407. inputs: FlyCameraInputsManager;
  38408. /**
  38409. * Gets the input sensibility for mouse input.
  38410. * Higher values reduce sensitivity.
  38411. */
  38412. /**
  38413. * Sets the input sensibility for a mouse input.
  38414. * Higher values reduce sensitivity.
  38415. */
  38416. angularSensibility: number;
  38417. /**
  38418. * Get the keys for camera movement forward.
  38419. */
  38420. /**
  38421. * Set the keys for camera movement forward.
  38422. */
  38423. keysForward: number[];
  38424. /**
  38425. * Get the keys for camera movement backward.
  38426. */
  38427. keysBackward: number[];
  38428. /**
  38429. * Get the keys for camera movement up.
  38430. */
  38431. /**
  38432. * Set the keys for camera movement up.
  38433. */
  38434. keysUp: number[];
  38435. /**
  38436. * Get the keys for camera movement down.
  38437. */
  38438. /**
  38439. * Set the keys for camera movement down.
  38440. */
  38441. keysDown: number[];
  38442. /**
  38443. * Get the keys for camera movement left.
  38444. */
  38445. /**
  38446. * Set the keys for camera movement left.
  38447. */
  38448. keysLeft: number[];
  38449. /**
  38450. * Set the keys for camera movement right.
  38451. */
  38452. /**
  38453. * Set the keys for camera movement right.
  38454. */
  38455. keysRight: number[];
  38456. /**
  38457. * Event raised when the camera collides with a mesh in the scene.
  38458. */
  38459. onCollide: (collidedMesh: AbstractMesh) => void;
  38460. private _collider;
  38461. private _needMoveForGravity;
  38462. private _oldPosition;
  38463. private _diffPosition;
  38464. private _newPosition;
  38465. /** @hidden */
  38466. _localDirection: Vector3;
  38467. /** @hidden */
  38468. _transformedDirection: Vector3;
  38469. /**
  38470. * Instantiates a FlyCamera.
  38471. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38472. * such as in a 3D Space Shooter or a Flight Simulator.
  38473. * @param name Define the name of the camera in the scene.
  38474. * @param position Define the starting position of the camera in the scene.
  38475. * @param scene Define the scene the camera belongs to.
  38476. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38477. */
  38478. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38479. /**
  38480. * Attach a control to the HTML DOM element.
  38481. * @param element Defines the element that listens to the input events.
  38482. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38483. */
  38484. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38485. /**
  38486. * Detach a control from the HTML DOM element.
  38487. * The camera will stop reacting to that input.
  38488. * @param element Defines the element that listens to the input events.
  38489. */
  38490. detachControl(element: HTMLElement): void;
  38491. private _collisionMask;
  38492. /**
  38493. * Get the mask that the camera ignores in collision events.
  38494. */
  38495. /**
  38496. * Set the mask that the camera ignores in collision events.
  38497. */
  38498. collisionMask: number;
  38499. /** @hidden */
  38500. _collideWithWorld(displacement: Vector3): void;
  38501. /** @hidden */
  38502. private _onCollisionPositionChange;
  38503. /** @hidden */
  38504. _checkInputs(): void;
  38505. /** @hidden */
  38506. _decideIfNeedsToMove(): boolean;
  38507. /** @hidden */
  38508. _updatePosition(): void;
  38509. /**
  38510. * Restore the Roll to its target value at the rate specified.
  38511. * @param rate - Higher means slower restoring.
  38512. * @hidden
  38513. */
  38514. restoreRoll(rate: number): void;
  38515. /**
  38516. * Destroy the camera and release the current resources held by it.
  38517. */
  38518. dispose(): void;
  38519. /**
  38520. * Get the current object class name.
  38521. * @returns the class name.
  38522. */
  38523. getClassName(): string;
  38524. }
  38525. }
  38526. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38527. import { Nullable } from "babylonjs/types";
  38528. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38529. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38530. /**
  38531. * Listen to keyboard events to control the camera.
  38532. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38533. */
  38534. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38535. /**
  38536. * Defines the camera the input is attached to.
  38537. */
  38538. camera: FlyCamera;
  38539. /**
  38540. * The list of keyboard keys used to control the forward move of the camera.
  38541. */
  38542. keysForward: number[];
  38543. /**
  38544. * The list of keyboard keys used to control the backward move of the camera.
  38545. */
  38546. keysBackward: number[];
  38547. /**
  38548. * The list of keyboard keys used to control the forward move of the camera.
  38549. */
  38550. keysUp: number[];
  38551. /**
  38552. * The list of keyboard keys used to control the backward move of the camera.
  38553. */
  38554. keysDown: number[];
  38555. /**
  38556. * The list of keyboard keys used to control the right strafe move of the camera.
  38557. */
  38558. keysRight: number[];
  38559. /**
  38560. * The list of keyboard keys used to control the left strafe move of the camera.
  38561. */
  38562. keysLeft: number[];
  38563. private _keys;
  38564. private _onCanvasBlurObserver;
  38565. private _onKeyboardObserver;
  38566. private _engine;
  38567. private _scene;
  38568. /**
  38569. * Attach the input controls to a specific dom element to get the input from.
  38570. * @param element Defines the element the controls should be listened from
  38571. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38572. */
  38573. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38574. /**
  38575. * Detach the current controls from the specified dom element.
  38576. * @param element Defines the element to stop listening the inputs from
  38577. */
  38578. detachControl(element: Nullable<HTMLElement>): void;
  38579. /**
  38580. * Gets the class name of the current intput.
  38581. * @returns the class name
  38582. */
  38583. getClassName(): string;
  38584. /** @hidden */
  38585. _onLostFocus(e: FocusEvent): void;
  38586. /**
  38587. * Get the friendly name associated with the input class.
  38588. * @returns the input friendly name
  38589. */
  38590. getSimpleName(): string;
  38591. /**
  38592. * Update the current camera state depending on the inputs that have been used this frame.
  38593. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38594. */
  38595. checkInputs(): void;
  38596. }
  38597. }
  38598. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38599. import { Nullable } from "babylonjs/types";
  38600. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38601. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38602. /**
  38603. * Manage the mouse wheel inputs to control a follow camera.
  38604. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38605. */
  38606. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38607. /**
  38608. * Defines the camera the input is attached to.
  38609. */
  38610. camera: FollowCamera;
  38611. /**
  38612. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38613. */
  38614. axisControlRadius: boolean;
  38615. /**
  38616. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38617. */
  38618. axisControlHeight: boolean;
  38619. /**
  38620. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38621. */
  38622. axisControlRotation: boolean;
  38623. /**
  38624. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38625. * relation to mouseWheel events.
  38626. */
  38627. wheelPrecision: number;
  38628. /**
  38629. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38630. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38631. */
  38632. wheelDeltaPercentage: number;
  38633. private _wheel;
  38634. private _observer;
  38635. /**
  38636. * Attach the input controls to a specific dom element to get the input from.
  38637. * @param element Defines the element the controls should be listened from
  38638. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38639. */
  38640. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38641. /**
  38642. * Detach the current controls from the specified dom element.
  38643. * @param element Defines the element to stop listening the inputs from
  38644. */
  38645. detachControl(element: Nullable<HTMLElement>): void;
  38646. /**
  38647. * Gets the class name of the current intput.
  38648. * @returns the class name
  38649. */
  38650. getClassName(): string;
  38651. /**
  38652. * Get the friendly name associated with the input class.
  38653. * @returns the input friendly name
  38654. */
  38655. getSimpleName(): string;
  38656. }
  38657. }
  38658. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38659. import { Nullable } from "babylonjs/types";
  38660. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38661. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38662. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38663. /**
  38664. * Manage the pointers inputs to control an follow camera.
  38665. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38666. */
  38667. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38668. /**
  38669. * Defines the camera the input is attached to.
  38670. */
  38671. camera: FollowCamera;
  38672. /**
  38673. * Gets the class name of the current input.
  38674. * @returns the class name
  38675. */
  38676. getClassName(): string;
  38677. /**
  38678. * Defines the pointer angular sensibility along the X axis or how fast is
  38679. * the camera rotating.
  38680. * A negative number will reverse the axis direction.
  38681. */
  38682. angularSensibilityX: number;
  38683. /**
  38684. * Defines the pointer angular sensibility along the Y axis or how fast is
  38685. * the camera rotating.
  38686. * A negative number will reverse the axis direction.
  38687. */
  38688. angularSensibilityY: number;
  38689. /**
  38690. * Defines the pointer pinch precision or how fast is the camera zooming.
  38691. * A negative number will reverse the axis direction.
  38692. */
  38693. pinchPrecision: number;
  38694. /**
  38695. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38696. * from 0.
  38697. * It defines the percentage of current camera.radius to use as delta when
  38698. * pinch zoom is used.
  38699. */
  38700. pinchDeltaPercentage: number;
  38701. /**
  38702. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38703. */
  38704. axisXControlRadius: boolean;
  38705. /**
  38706. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38707. */
  38708. axisXControlHeight: boolean;
  38709. /**
  38710. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38711. */
  38712. axisXControlRotation: boolean;
  38713. /**
  38714. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38715. */
  38716. axisYControlRadius: boolean;
  38717. /**
  38718. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38719. */
  38720. axisYControlHeight: boolean;
  38721. /**
  38722. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38723. */
  38724. axisYControlRotation: boolean;
  38725. /**
  38726. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38727. */
  38728. axisPinchControlRadius: boolean;
  38729. /**
  38730. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38731. */
  38732. axisPinchControlHeight: boolean;
  38733. /**
  38734. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38735. */
  38736. axisPinchControlRotation: boolean;
  38737. /**
  38738. * Log error messages if basic misconfiguration has occurred.
  38739. */
  38740. warningEnable: boolean;
  38741. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38742. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38743. private _warningCounter;
  38744. private _warning;
  38745. }
  38746. }
  38747. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38748. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38749. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38750. /**
  38751. * Default Inputs manager for the FollowCamera.
  38752. * It groups all the default supported inputs for ease of use.
  38753. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38754. */
  38755. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38756. /**
  38757. * Instantiates a new FollowCameraInputsManager.
  38758. * @param camera Defines the camera the inputs belong to
  38759. */
  38760. constructor(camera: FollowCamera);
  38761. /**
  38762. * Add keyboard input support to the input manager.
  38763. * @returns the current input manager
  38764. */
  38765. addKeyboard(): FollowCameraInputsManager;
  38766. /**
  38767. * Add mouse wheel input support to the input manager.
  38768. * @returns the current input manager
  38769. */
  38770. addMouseWheel(): FollowCameraInputsManager;
  38771. /**
  38772. * Add pointers input support to the input manager.
  38773. * @returns the current input manager
  38774. */
  38775. addPointers(): FollowCameraInputsManager;
  38776. /**
  38777. * Add orientation input support to the input manager.
  38778. * @returns the current input manager
  38779. */
  38780. addVRDeviceOrientation(): FollowCameraInputsManager;
  38781. }
  38782. }
  38783. declare module "babylonjs/Cameras/followCamera" {
  38784. import { Nullable } from "babylonjs/types";
  38785. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38786. import { Scene } from "babylonjs/scene";
  38787. import { Vector3 } from "babylonjs/Maths/math.vector";
  38788. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38789. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38790. /**
  38791. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38792. * an arc rotate version arcFollowCamera are available.
  38793. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38794. */
  38795. export class FollowCamera extends TargetCamera {
  38796. /**
  38797. * Distance the follow camera should follow an object at
  38798. */
  38799. radius: number;
  38800. /**
  38801. * Minimum allowed distance of the camera to the axis of rotation
  38802. * (The camera can not get closer).
  38803. * This can help limiting how the Camera is able to move in the scene.
  38804. */
  38805. lowerRadiusLimit: Nullable<number>;
  38806. /**
  38807. * Maximum allowed distance of the camera to the axis of rotation
  38808. * (The camera can not get further).
  38809. * This can help limiting how the Camera is able to move in the scene.
  38810. */
  38811. upperRadiusLimit: Nullable<number>;
  38812. /**
  38813. * Define a rotation offset between the camera and the object it follows
  38814. */
  38815. rotationOffset: number;
  38816. /**
  38817. * Minimum allowed angle to camera position relative to target object.
  38818. * This can help limiting how the Camera is able to move in the scene.
  38819. */
  38820. lowerRotationOffsetLimit: Nullable<number>;
  38821. /**
  38822. * Maximum allowed angle to camera position relative to target object.
  38823. * This can help limiting how the Camera is able to move in the scene.
  38824. */
  38825. upperRotationOffsetLimit: Nullable<number>;
  38826. /**
  38827. * Define a height offset between the camera and the object it follows.
  38828. * It can help following an object from the top (like a car chaing a plane)
  38829. */
  38830. heightOffset: number;
  38831. /**
  38832. * Minimum allowed height of camera position relative to target object.
  38833. * This can help limiting how the Camera is able to move in the scene.
  38834. */
  38835. lowerHeightOffsetLimit: Nullable<number>;
  38836. /**
  38837. * Maximum allowed height of camera position relative to target object.
  38838. * This can help limiting how the Camera is able to move in the scene.
  38839. */
  38840. upperHeightOffsetLimit: Nullable<number>;
  38841. /**
  38842. * Define how fast the camera can accelerate to follow it s target.
  38843. */
  38844. cameraAcceleration: number;
  38845. /**
  38846. * Define the speed limit of the camera following an object.
  38847. */
  38848. maxCameraSpeed: number;
  38849. /**
  38850. * Define the target of the camera.
  38851. */
  38852. lockedTarget: Nullable<AbstractMesh>;
  38853. /**
  38854. * Defines the input associated with the camera.
  38855. */
  38856. inputs: FollowCameraInputsManager;
  38857. /**
  38858. * Instantiates the follow camera.
  38859. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38860. * @param name Define the name of the camera in the scene
  38861. * @param position Define the position of the camera
  38862. * @param scene Define the scene the camera belong to
  38863. * @param lockedTarget Define the target of the camera
  38864. */
  38865. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38866. private _follow;
  38867. /**
  38868. * Attached controls to the current camera.
  38869. * @param element Defines the element the controls should be listened from
  38870. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38871. */
  38872. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38873. /**
  38874. * Detach the current controls from the camera.
  38875. * The camera will stop reacting to inputs.
  38876. * @param element Defines the element to stop listening the inputs from
  38877. */
  38878. detachControl(element: HTMLElement): void;
  38879. /** @hidden */
  38880. _checkInputs(): void;
  38881. private _checkLimits;
  38882. /**
  38883. * Gets the camera class name.
  38884. * @returns the class name
  38885. */
  38886. getClassName(): string;
  38887. }
  38888. /**
  38889. * Arc Rotate version of the follow camera.
  38890. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38891. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38892. */
  38893. export class ArcFollowCamera extends TargetCamera {
  38894. /** The longitudinal angle of the camera */
  38895. alpha: number;
  38896. /** The latitudinal angle of the camera */
  38897. beta: number;
  38898. /** The radius of the camera from its target */
  38899. radius: number;
  38900. /** Define the camera target (the messh it should follow) */
  38901. target: Nullable<AbstractMesh>;
  38902. private _cartesianCoordinates;
  38903. /**
  38904. * Instantiates a new ArcFollowCamera
  38905. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38906. * @param name Define the name of the camera
  38907. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38908. * @param beta Define the rotation angle of the camera around the elevation axis
  38909. * @param radius Define the radius of the camera from its target point
  38910. * @param target Define the target of the camera
  38911. * @param scene Define the scene the camera belongs to
  38912. */
  38913. constructor(name: string,
  38914. /** The longitudinal angle of the camera */
  38915. alpha: number,
  38916. /** The latitudinal angle of the camera */
  38917. beta: number,
  38918. /** The radius of the camera from its target */
  38919. radius: number,
  38920. /** Define the camera target (the messh it should follow) */
  38921. target: Nullable<AbstractMesh>, scene: Scene);
  38922. private _follow;
  38923. /** @hidden */
  38924. _checkInputs(): void;
  38925. /**
  38926. * Returns the class name of the object.
  38927. * It is mostly used internally for serialization purposes.
  38928. */
  38929. getClassName(): string;
  38930. }
  38931. }
  38932. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38933. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38934. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38935. import { Nullable } from "babylonjs/types";
  38936. /**
  38937. * Manage the keyboard inputs to control the movement of a follow camera.
  38938. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38939. */
  38940. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38941. /**
  38942. * Defines the camera the input is attached to.
  38943. */
  38944. camera: FollowCamera;
  38945. /**
  38946. * Defines the list of key codes associated with the up action (increase heightOffset)
  38947. */
  38948. keysHeightOffsetIncr: number[];
  38949. /**
  38950. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38951. */
  38952. keysHeightOffsetDecr: number[];
  38953. /**
  38954. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38955. */
  38956. keysHeightOffsetModifierAlt: boolean;
  38957. /**
  38958. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38959. */
  38960. keysHeightOffsetModifierCtrl: boolean;
  38961. /**
  38962. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38963. */
  38964. keysHeightOffsetModifierShift: boolean;
  38965. /**
  38966. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38967. */
  38968. keysRotationOffsetIncr: number[];
  38969. /**
  38970. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38971. */
  38972. keysRotationOffsetDecr: number[];
  38973. /**
  38974. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38975. */
  38976. keysRotationOffsetModifierAlt: boolean;
  38977. /**
  38978. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38979. */
  38980. keysRotationOffsetModifierCtrl: boolean;
  38981. /**
  38982. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38983. */
  38984. keysRotationOffsetModifierShift: boolean;
  38985. /**
  38986. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38987. */
  38988. keysRadiusIncr: number[];
  38989. /**
  38990. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38991. */
  38992. keysRadiusDecr: number[];
  38993. /**
  38994. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38995. */
  38996. keysRadiusModifierAlt: boolean;
  38997. /**
  38998. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38999. */
  39000. keysRadiusModifierCtrl: boolean;
  39001. /**
  39002. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39003. */
  39004. keysRadiusModifierShift: boolean;
  39005. /**
  39006. * Defines the rate of change of heightOffset.
  39007. */
  39008. heightSensibility: number;
  39009. /**
  39010. * Defines the rate of change of rotationOffset.
  39011. */
  39012. rotationSensibility: number;
  39013. /**
  39014. * Defines the rate of change of radius.
  39015. */
  39016. radiusSensibility: number;
  39017. private _keys;
  39018. private _ctrlPressed;
  39019. private _altPressed;
  39020. private _shiftPressed;
  39021. private _onCanvasBlurObserver;
  39022. private _onKeyboardObserver;
  39023. private _engine;
  39024. private _scene;
  39025. /**
  39026. * Attach the input controls to a specific dom element to get the input from.
  39027. * @param element Defines the element the controls should be listened from
  39028. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39029. */
  39030. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39031. /**
  39032. * Detach the current controls from the specified dom element.
  39033. * @param element Defines the element to stop listening the inputs from
  39034. */
  39035. detachControl(element: Nullable<HTMLElement>): void;
  39036. /**
  39037. * Update the current camera state depending on the inputs that have been used this frame.
  39038. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39039. */
  39040. checkInputs(): void;
  39041. /**
  39042. * Gets the class name of the current input.
  39043. * @returns the class name
  39044. */
  39045. getClassName(): string;
  39046. /**
  39047. * Get the friendly name associated with the input class.
  39048. * @returns the input friendly name
  39049. */
  39050. getSimpleName(): string;
  39051. /**
  39052. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39053. * allow modification of the heightOffset value.
  39054. */
  39055. private _modifierHeightOffset;
  39056. /**
  39057. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39058. * allow modification of the rotationOffset value.
  39059. */
  39060. private _modifierRotationOffset;
  39061. /**
  39062. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39063. * allow modification of the radius value.
  39064. */
  39065. private _modifierRadius;
  39066. }
  39067. }
  39068. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39069. import { Nullable } from "babylonjs/types";
  39070. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39071. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39072. import { Observable } from "babylonjs/Misc/observable";
  39073. module "babylonjs/Cameras/freeCameraInputsManager" {
  39074. interface FreeCameraInputsManager {
  39075. /**
  39076. * @hidden
  39077. */
  39078. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39079. /**
  39080. * Add orientation input support to the input manager.
  39081. * @returns the current input manager
  39082. */
  39083. addDeviceOrientation(): FreeCameraInputsManager;
  39084. }
  39085. }
  39086. /**
  39087. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39088. * Screen rotation is taken into account.
  39089. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39090. */
  39091. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39092. private _camera;
  39093. private _screenOrientationAngle;
  39094. private _constantTranform;
  39095. private _screenQuaternion;
  39096. private _alpha;
  39097. private _beta;
  39098. private _gamma;
  39099. /**
  39100. * Can be used to detect if a device orientation sensor is availible on a device
  39101. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39102. * @returns a promise that will resolve on orientation change
  39103. */
  39104. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39105. /**
  39106. * @hidden
  39107. */
  39108. _onDeviceOrientationChangedObservable: Observable<void>;
  39109. /**
  39110. * Instantiates a new input
  39111. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39112. */
  39113. constructor();
  39114. /**
  39115. * Define the camera controlled by the input.
  39116. */
  39117. camera: FreeCamera;
  39118. /**
  39119. * Attach the input controls to a specific dom element to get the input from.
  39120. * @param element Defines the element the controls should be listened from
  39121. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39122. */
  39123. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39124. private _orientationChanged;
  39125. private _deviceOrientation;
  39126. /**
  39127. * Detach the current controls from the specified dom element.
  39128. * @param element Defines the element to stop listening the inputs from
  39129. */
  39130. detachControl(element: Nullable<HTMLElement>): void;
  39131. /**
  39132. * Update the current camera state depending on the inputs that have been used this frame.
  39133. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39134. */
  39135. checkInputs(): void;
  39136. /**
  39137. * Gets the class name of the current intput.
  39138. * @returns the class name
  39139. */
  39140. getClassName(): string;
  39141. /**
  39142. * Get the friendly name associated with the input class.
  39143. * @returns the input friendly name
  39144. */
  39145. getSimpleName(): string;
  39146. }
  39147. }
  39148. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39149. import { Nullable } from "babylonjs/types";
  39150. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39151. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39152. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39153. /**
  39154. * Manage the gamepad inputs to control a free camera.
  39155. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39156. */
  39157. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39158. /**
  39159. * Define the camera the input is attached to.
  39160. */
  39161. camera: FreeCamera;
  39162. /**
  39163. * Define the Gamepad controlling the input
  39164. */
  39165. gamepad: Nullable<Gamepad>;
  39166. /**
  39167. * Defines the gamepad rotation sensiblity.
  39168. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39169. */
  39170. gamepadAngularSensibility: number;
  39171. /**
  39172. * Defines the gamepad move sensiblity.
  39173. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39174. */
  39175. gamepadMoveSensibility: number;
  39176. private _onGamepadConnectedObserver;
  39177. private _onGamepadDisconnectedObserver;
  39178. private _cameraTransform;
  39179. private _deltaTransform;
  39180. private _vector3;
  39181. private _vector2;
  39182. /**
  39183. * Attach the input controls to a specific dom element to get the input from.
  39184. * @param element Defines the element the controls should be listened from
  39185. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39186. */
  39187. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39188. /**
  39189. * Detach the current controls from the specified dom element.
  39190. * @param element Defines the element to stop listening the inputs from
  39191. */
  39192. detachControl(element: Nullable<HTMLElement>): void;
  39193. /**
  39194. * Update the current camera state depending on the inputs that have been used this frame.
  39195. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39196. */
  39197. checkInputs(): void;
  39198. /**
  39199. * Gets the class name of the current intput.
  39200. * @returns the class name
  39201. */
  39202. getClassName(): string;
  39203. /**
  39204. * Get the friendly name associated with the input class.
  39205. * @returns the input friendly name
  39206. */
  39207. getSimpleName(): string;
  39208. }
  39209. }
  39210. declare module "babylonjs/Misc/virtualJoystick" {
  39211. import { Nullable } from "babylonjs/types";
  39212. import { Vector3 } from "babylonjs/Maths/math.vector";
  39213. /**
  39214. * Defines the potential axis of a Joystick
  39215. */
  39216. export enum JoystickAxis {
  39217. /** X axis */
  39218. X = 0,
  39219. /** Y axis */
  39220. Y = 1,
  39221. /** Z axis */
  39222. Z = 2
  39223. }
  39224. /**
  39225. * Class used to define virtual joystick (used in touch mode)
  39226. */
  39227. export class VirtualJoystick {
  39228. /**
  39229. * Gets or sets a boolean indicating that left and right values must be inverted
  39230. */
  39231. reverseLeftRight: boolean;
  39232. /**
  39233. * Gets or sets a boolean indicating that up and down values must be inverted
  39234. */
  39235. reverseUpDown: boolean;
  39236. /**
  39237. * Gets the offset value for the position (ie. the change of the position value)
  39238. */
  39239. deltaPosition: Vector3;
  39240. /**
  39241. * Gets a boolean indicating if the virtual joystick was pressed
  39242. */
  39243. pressed: boolean;
  39244. /**
  39245. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39246. */
  39247. static Canvas: Nullable<HTMLCanvasElement>;
  39248. private static _globalJoystickIndex;
  39249. private static vjCanvasContext;
  39250. private static vjCanvasWidth;
  39251. private static vjCanvasHeight;
  39252. private static halfWidth;
  39253. private _action;
  39254. private _axisTargetedByLeftAndRight;
  39255. private _axisTargetedByUpAndDown;
  39256. private _joystickSensibility;
  39257. private _inversedSensibility;
  39258. private _joystickPointerID;
  39259. private _joystickColor;
  39260. private _joystickPointerPos;
  39261. private _joystickPreviousPointerPos;
  39262. private _joystickPointerStartPos;
  39263. private _deltaJoystickVector;
  39264. private _leftJoystick;
  39265. private _touches;
  39266. private _onPointerDownHandlerRef;
  39267. private _onPointerMoveHandlerRef;
  39268. private _onPointerUpHandlerRef;
  39269. private _onResize;
  39270. /**
  39271. * Creates a new virtual joystick
  39272. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39273. */
  39274. constructor(leftJoystick?: boolean);
  39275. /**
  39276. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39277. * @param newJoystickSensibility defines the new sensibility
  39278. */
  39279. setJoystickSensibility(newJoystickSensibility: number): void;
  39280. private _onPointerDown;
  39281. private _onPointerMove;
  39282. private _onPointerUp;
  39283. /**
  39284. * Change the color of the virtual joystick
  39285. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39286. */
  39287. setJoystickColor(newColor: string): void;
  39288. /**
  39289. * Defines a callback to call when the joystick is touched
  39290. * @param action defines the callback
  39291. */
  39292. setActionOnTouch(action: () => any): void;
  39293. /**
  39294. * Defines which axis you'd like to control for left & right
  39295. * @param axis defines the axis to use
  39296. */
  39297. setAxisForLeftRight(axis: JoystickAxis): void;
  39298. /**
  39299. * Defines which axis you'd like to control for up & down
  39300. * @param axis defines the axis to use
  39301. */
  39302. setAxisForUpDown(axis: JoystickAxis): void;
  39303. private _drawVirtualJoystick;
  39304. /**
  39305. * Release internal HTML canvas
  39306. */
  39307. releaseCanvas(): void;
  39308. }
  39309. }
  39310. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39311. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39312. import { Nullable } from "babylonjs/types";
  39313. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39314. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39315. module "babylonjs/Cameras/freeCameraInputsManager" {
  39316. interface FreeCameraInputsManager {
  39317. /**
  39318. * Add virtual joystick input support to the input manager.
  39319. * @returns the current input manager
  39320. */
  39321. addVirtualJoystick(): FreeCameraInputsManager;
  39322. }
  39323. }
  39324. /**
  39325. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39326. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39327. */
  39328. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39329. /**
  39330. * Defines the camera the input is attached to.
  39331. */
  39332. camera: FreeCamera;
  39333. private _leftjoystick;
  39334. private _rightjoystick;
  39335. /**
  39336. * Gets the left stick of the virtual joystick.
  39337. * @returns The virtual Joystick
  39338. */
  39339. getLeftJoystick(): VirtualJoystick;
  39340. /**
  39341. * Gets the right stick of the virtual joystick.
  39342. * @returns The virtual Joystick
  39343. */
  39344. getRightJoystick(): VirtualJoystick;
  39345. /**
  39346. * Update the current camera state depending on the inputs that have been used this frame.
  39347. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39348. */
  39349. checkInputs(): void;
  39350. /**
  39351. * Attach the input controls to a specific dom element to get the input from.
  39352. * @param element Defines the element the controls should be listened from
  39353. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39354. */
  39355. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39356. /**
  39357. * Detach the current controls from the specified dom element.
  39358. * @param element Defines the element to stop listening the inputs from
  39359. */
  39360. detachControl(element: Nullable<HTMLElement>): void;
  39361. /**
  39362. * Gets the class name of the current intput.
  39363. * @returns the class name
  39364. */
  39365. getClassName(): string;
  39366. /**
  39367. * Get the friendly name associated with the input class.
  39368. * @returns the input friendly name
  39369. */
  39370. getSimpleName(): string;
  39371. }
  39372. }
  39373. declare module "babylonjs/Cameras/Inputs/index" {
  39374. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39375. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39376. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39377. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39378. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39379. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39380. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39381. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39382. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39383. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39384. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39385. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39386. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39387. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39388. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39389. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39390. }
  39391. declare module "babylonjs/Cameras/touchCamera" {
  39392. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39393. import { Scene } from "babylonjs/scene";
  39394. import { Vector3 } from "babylonjs/Maths/math.vector";
  39395. /**
  39396. * This represents a FPS type of camera controlled by touch.
  39397. * This is like a universal camera minus the Gamepad controls.
  39398. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39399. */
  39400. export class TouchCamera extends FreeCamera {
  39401. /**
  39402. * Defines the touch sensibility for rotation.
  39403. * The higher the faster.
  39404. */
  39405. touchAngularSensibility: number;
  39406. /**
  39407. * Defines the touch sensibility for move.
  39408. * The higher the faster.
  39409. */
  39410. touchMoveSensibility: number;
  39411. /**
  39412. * Instantiates a new touch camera.
  39413. * This represents a FPS type of camera controlled by touch.
  39414. * This is like a universal camera minus the Gamepad controls.
  39415. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39416. * @param name Define the name of the camera in the scene
  39417. * @param position Define the start position of the camera in the scene
  39418. * @param scene Define the scene the camera belongs to
  39419. */
  39420. constructor(name: string, position: Vector3, scene: Scene);
  39421. /**
  39422. * Gets the current object class name.
  39423. * @return the class name
  39424. */
  39425. getClassName(): string;
  39426. /** @hidden */
  39427. _setupInputs(): void;
  39428. }
  39429. }
  39430. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39431. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39432. import { Scene } from "babylonjs/scene";
  39433. import { Vector3 } from "babylonjs/Maths/math.vector";
  39434. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39435. import { Axis } from "babylonjs/Maths/math.axis";
  39436. /**
  39437. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39438. * being tilted forward or back and left or right.
  39439. */
  39440. export class DeviceOrientationCamera extends FreeCamera {
  39441. private _initialQuaternion;
  39442. private _quaternionCache;
  39443. private _tmpDragQuaternion;
  39444. private _disablePointerInputWhenUsingDeviceOrientation;
  39445. /**
  39446. * Creates a new device orientation camera
  39447. * @param name The name of the camera
  39448. * @param position The start position camera
  39449. * @param scene The scene the camera belongs to
  39450. */
  39451. constructor(name: string, position: Vector3, scene: Scene);
  39452. /**
  39453. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39454. */
  39455. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39456. private _dragFactor;
  39457. /**
  39458. * Enabled turning on the y axis when the orientation sensor is active
  39459. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39460. */
  39461. enableHorizontalDragging(dragFactor?: number): void;
  39462. /**
  39463. * Gets the current instance class name ("DeviceOrientationCamera").
  39464. * This helps avoiding instanceof at run time.
  39465. * @returns the class name
  39466. */
  39467. getClassName(): string;
  39468. /**
  39469. * @hidden
  39470. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39471. */
  39472. _checkInputs(): void;
  39473. /**
  39474. * Reset the camera to its default orientation on the specified axis only.
  39475. * @param axis The axis to reset
  39476. */
  39477. resetToCurrentRotation(axis?: Axis): void;
  39478. }
  39479. }
  39480. declare module "babylonjs/Gamepads/xboxGamepad" {
  39481. import { Observable } from "babylonjs/Misc/observable";
  39482. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39483. /**
  39484. * Defines supported buttons for XBox360 compatible gamepads
  39485. */
  39486. export enum Xbox360Button {
  39487. /** A */
  39488. A = 0,
  39489. /** B */
  39490. B = 1,
  39491. /** X */
  39492. X = 2,
  39493. /** Y */
  39494. Y = 3,
  39495. /** Start */
  39496. Start = 4,
  39497. /** Back */
  39498. Back = 5,
  39499. /** Left button */
  39500. LB = 6,
  39501. /** Right button */
  39502. RB = 7,
  39503. /** Left stick */
  39504. LeftStick = 8,
  39505. /** Right stick */
  39506. RightStick = 9
  39507. }
  39508. /** Defines values for XBox360 DPad */
  39509. export enum Xbox360Dpad {
  39510. /** Up */
  39511. Up = 0,
  39512. /** Down */
  39513. Down = 1,
  39514. /** Left */
  39515. Left = 2,
  39516. /** Right */
  39517. Right = 3
  39518. }
  39519. /**
  39520. * Defines a XBox360 gamepad
  39521. */
  39522. export class Xbox360Pad extends Gamepad {
  39523. private _leftTrigger;
  39524. private _rightTrigger;
  39525. private _onlefttriggerchanged;
  39526. private _onrighttriggerchanged;
  39527. private _onbuttondown;
  39528. private _onbuttonup;
  39529. private _ondpaddown;
  39530. private _ondpadup;
  39531. /** Observable raised when a button is pressed */
  39532. onButtonDownObservable: Observable<Xbox360Button>;
  39533. /** Observable raised when a button is released */
  39534. onButtonUpObservable: Observable<Xbox360Button>;
  39535. /** Observable raised when a pad is pressed */
  39536. onPadDownObservable: Observable<Xbox360Dpad>;
  39537. /** Observable raised when a pad is released */
  39538. onPadUpObservable: Observable<Xbox360Dpad>;
  39539. private _buttonA;
  39540. private _buttonB;
  39541. private _buttonX;
  39542. private _buttonY;
  39543. private _buttonBack;
  39544. private _buttonStart;
  39545. private _buttonLB;
  39546. private _buttonRB;
  39547. private _buttonLeftStick;
  39548. private _buttonRightStick;
  39549. private _dPadUp;
  39550. private _dPadDown;
  39551. private _dPadLeft;
  39552. private _dPadRight;
  39553. private _isXboxOnePad;
  39554. /**
  39555. * Creates a new XBox360 gamepad object
  39556. * @param id defines the id of this gamepad
  39557. * @param index defines its index
  39558. * @param gamepad defines the internal HTML gamepad object
  39559. * @param xboxOne defines if it is a XBox One gamepad
  39560. */
  39561. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39562. /**
  39563. * Defines the callback to call when left trigger is pressed
  39564. * @param callback defines the callback to use
  39565. */
  39566. onlefttriggerchanged(callback: (value: number) => void): void;
  39567. /**
  39568. * Defines the callback to call when right trigger is pressed
  39569. * @param callback defines the callback to use
  39570. */
  39571. onrighttriggerchanged(callback: (value: number) => void): void;
  39572. /**
  39573. * Gets the left trigger value
  39574. */
  39575. /**
  39576. * Sets the left trigger value
  39577. */
  39578. leftTrigger: number;
  39579. /**
  39580. * Gets the right trigger value
  39581. */
  39582. /**
  39583. * Sets the right trigger value
  39584. */
  39585. rightTrigger: number;
  39586. /**
  39587. * Defines the callback to call when a button is pressed
  39588. * @param callback defines the callback to use
  39589. */
  39590. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39591. /**
  39592. * Defines the callback to call when a button is released
  39593. * @param callback defines the callback to use
  39594. */
  39595. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39596. /**
  39597. * Defines the callback to call when a pad is pressed
  39598. * @param callback defines the callback to use
  39599. */
  39600. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39601. /**
  39602. * Defines the callback to call when a pad is released
  39603. * @param callback defines the callback to use
  39604. */
  39605. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39606. private _setButtonValue;
  39607. private _setDPadValue;
  39608. /**
  39609. * Gets the value of the `A` button
  39610. */
  39611. /**
  39612. * Sets the value of the `A` button
  39613. */
  39614. buttonA: number;
  39615. /**
  39616. * Gets the value of the `B` button
  39617. */
  39618. /**
  39619. * Sets the value of the `B` button
  39620. */
  39621. buttonB: number;
  39622. /**
  39623. * Gets the value of the `X` button
  39624. */
  39625. /**
  39626. * Sets the value of the `X` button
  39627. */
  39628. buttonX: number;
  39629. /**
  39630. * Gets the value of the `Y` button
  39631. */
  39632. /**
  39633. * Sets the value of the `Y` button
  39634. */
  39635. buttonY: number;
  39636. /**
  39637. * Gets the value of the `Start` button
  39638. */
  39639. /**
  39640. * Sets the value of the `Start` button
  39641. */
  39642. buttonStart: number;
  39643. /**
  39644. * Gets the value of the `Back` button
  39645. */
  39646. /**
  39647. * Sets the value of the `Back` button
  39648. */
  39649. buttonBack: number;
  39650. /**
  39651. * Gets the value of the `Left` button
  39652. */
  39653. /**
  39654. * Sets the value of the `Left` button
  39655. */
  39656. buttonLB: number;
  39657. /**
  39658. * Gets the value of the `Right` button
  39659. */
  39660. /**
  39661. * Sets the value of the `Right` button
  39662. */
  39663. buttonRB: number;
  39664. /**
  39665. * Gets the value of the Left joystick
  39666. */
  39667. /**
  39668. * Sets the value of the Left joystick
  39669. */
  39670. buttonLeftStick: number;
  39671. /**
  39672. * Gets the value of the Right joystick
  39673. */
  39674. /**
  39675. * Sets the value of the Right joystick
  39676. */
  39677. buttonRightStick: number;
  39678. /**
  39679. * Gets the value of D-pad up
  39680. */
  39681. /**
  39682. * Sets the value of D-pad up
  39683. */
  39684. dPadUp: number;
  39685. /**
  39686. * Gets the value of D-pad down
  39687. */
  39688. /**
  39689. * Sets the value of D-pad down
  39690. */
  39691. dPadDown: number;
  39692. /**
  39693. * Gets the value of D-pad left
  39694. */
  39695. /**
  39696. * Sets the value of D-pad left
  39697. */
  39698. dPadLeft: number;
  39699. /**
  39700. * Gets the value of D-pad right
  39701. */
  39702. /**
  39703. * Sets the value of D-pad right
  39704. */
  39705. dPadRight: number;
  39706. /**
  39707. * Force the gamepad to synchronize with device values
  39708. */
  39709. update(): void;
  39710. /**
  39711. * Disposes the gamepad
  39712. */
  39713. dispose(): void;
  39714. }
  39715. }
  39716. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39717. import { Observable } from "babylonjs/Misc/observable";
  39718. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39719. /**
  39720. * Defines supported buttons for DualShock compatible gamepads
  39721. */
  39722. export enum DualShockButton {
  39723. /** Cross */
  39724. Cross = 0,
  39725. /** Circle */
  39726. Circle = 1,
  39727. /** Square */
  39728. Square = 2,
  39729. /** Triangle */
  39730. Triangle = 3,
  39731. /** Options */
  39732. Options = 4,
  39733. /** Share */
  39734. Share = 5,
  39735. /** L1 */
  39736. L1 = 6,
  39737. /** R1 */
  39738. R1 = 7,
  39739. /** Left stick */
  39740. LeftStick = 8,
  39741. /** Right stick */
  39742. RightStick = 9
  39743. }
  39744. /** Defines values for DualShock DPad */
  39745. export enum DualShockDpad {
  39746. /** Up */
  39747. Up = 0,
  39748. /** Down */
  39749. Down = 1,
  39750. /** Left */
  39751. Left = 2,
  39752. /** Right */
  39753. Right = 3
  39754. }
  39755. /**
  39756. * Defines a DualShock gamepad
  39757. */
  39758. export class DualShockPad extends Gamepad {
  39759. private _leftTrigger;
  39760. private _rightTrigger;
  39761. private _onlefttriggerchanged;
  39762. private _onrighttriggerchanged;
  39763. private _onbuttondown;
  39764. private _onbuttonup;
  39765. private _ondpaddown;
  39766. private _ondpadup;
  39767. /** Observable raised when a button is pressed */
  39768. onButtonDownObservable: Observable<DualShockButton>;
  39769. /** Observable raised when a button is released */
  39770. onButtonUpObservable: Observable<DualShockButton>;
  39771. /** Observable raised when a pad is pressed */
  39772. onPadDownObservable: Observable<DualShockDpad>;
  39773. /** Observable raised when a pad is released */
  39774. onPadUpObservable: Observable<DualShockDpad>;
  39775. private _buttonCross;
  39776. private _buttonCircle;
  39777. private _buttonSquare;
  39778. private _buttonTriangle;
  39779. private _buttonShare;
  39780. private _buttonOptions;
  39781. private _buttonL1;
  39782. private _buttonR1;
  39783. private _buttonLeftStick;
  39784. private _buttonRightStick;
  39785. private _dPadUp;
  39786. private _dPadDown;
  39787. private _dPadLeft;
  39788. private _dPadRight;
  39789. /**
  39790. * Creates a new DualShock gamepad object
  39791. * @param id defines the id of this gamepad
  39792. * @param index defines its index
  39793. * @param gamepad defines the internal HTML gamepad object
  39794. */
  39795. constructor(id: string, index: number, gamepad: any);
  39796. /**
  39797. * Defines the callback to call when left trigger is pressed
  39798. * @param callback defines the callback to use
  39799. */
  39800. onlefttriggerchanged(callback: (value: number) => void): void;
  39801. /**
  39802. * Defines the callback to call when right trigger is pressed
  39803. * @param callback defines the callback to use
  39804. */
  39805. onrighttriggerchanged(callback: (value: number) => void): void;
  39806. /**
  39807. * Gets the left trigger value
  39808. */
  39809. /**
  39810. * Sets the left trigger value
  39811. */
  39812. leftTrigger: number;
  39813. /**
  39814. * Gets the right trigger value
  39815. */
  39816. /**
  39817. * Sets the right trigger value
  39818. */
  39819. rightTrigger: number;
  39820. /**
  39821. * Defines the callback to call when a button is pressed
  39822. * @param callback defines the callback to use
  39823. */
  39824. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39825. /**
  39826. * Defines the callback to call when a button is released
  39827. * @param callback defines the callback to use
  39828. */
  39829. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39830. /**
  39831. * Defines the callback to call when a pad is pressed
  39832. * @param callback defines the callback to use
  39833. */
  39834. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39835. /**
  39836. * Defines the callback to call when a pad is released
  39837. * @param callback defines the callback to use
  39838. */
  39839. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39840. private _setButtonValue;
  39841. private _setDPadValue;
  39842. /**
  39843. * Gets the value of the `Cross` button
  39844. */
  39845. /**
  39846. * Sets the value of the `Cross` button
  39847. */
  39848. buttonCross: number;
  39849. /**
  39850. * Gets the value of the `Circle` button
  39851. */
  39852. /**
  39853. * Sets the value of the `Circle` button
  39854. */
  39855. buttonCircle: number;
  39856. /**
  39857. * Gets the value of the `Square` button
  39858. */
  39859. /**
  39860. * Sets the value of the `Square` button
  39861. */
  39862. buttonSquare: number;
  39863. /**
  39864. * Gets the value of the `Triangle` button
  39865. */
  39866. /**
  39867. * Sets the value of the `Triangle` button
  39868. */
  39869. buttonTriangle: number;
  39870. /**
  39871. * Gets the value of the `Options` button
  39872. */
  39873. /**
  39874. * Sets the value of the `Options` button
  39875. */
  39876. buttonOptions: number;
  39877. /**
  39878. * Gets the value of the `Share` button
  39879. */
  39880. /**
  39881. * Sets the value of the `Share` button
  39882. */
  39883. buttonShare: number;
  39884. /**
  39885. * Gets the value of the `L1` button
  39886. */
  39887. /**
  39888. * Sets the value of the `L1` button
  39889. */
  39890. buttonL1: number;
  39891. /**
  39892. * Gets the value of the `R1` button
  39893. */
  39894. /**
  39895. * Sets the value of the `R1` button
  39896. */
  39897. buttonR1: number;
  39898. /**
  39899. * Gets the value of the Left joystick
  39900. */
  39901. /**
  39902. * Sets the value of the Left joystick
  39903. */
  39904. buttonLeftStick: number;
  39905. /**
  39906. * Gets the value of the Right joystick
  39907. */
  39908. /**
  39909. * Sets the value of the Right joystick
  39910. */
  39911. buttonRightStick: number;
  39912. /**
  39913. * Gets the value of D-pad up
  39914. */
  39915. /**
  39916. * Sets the value of D-pad up
  39917. */
  39918. dPadUp: number;
  39919. /**
  39920. * Gets the value of D-pad down
  39921. */
  39922. /**
  39923. * Sets the value of D-pad down
  39924. */
  39925. dPadDown: number;
  39926. /**
  39927. * Gets the value of D-pad left
  39928. */
  39929. /**
  39930. * Sets the value of D-pad left
  39931. */
  39932. dPadLeft: number;
  39933. /**
  39934. * Gets the value of D-pad right
  39935. */
  39936. /**
  39937. * Sets the value of D-pad right
  39938. */
  39939. dPadRight: number;
  39940. /**
  39941. * Force the gamepad to synchronize with device values
  39942. */
  39943. update(): void;
  39944. /**
  39945. * Disposes the gamepad
  39946. */
  39947. dispose(): void;
  39948. }
  39949. }
  39950. declare module "babylonjs/Gamepads/gamepadManager" {
  39951. import { Observable } from "babylonjs/Misc/observable";
  39952. import { Nullable } from "babylonjs/types";
  39953. import { Scene } from "babylonjs/scene";
  39954. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39955. /**
  39956. * Manager for handling gamepads
  39957. */
  39958. export class GamepadManager {
  39959. private _scene?;
  39960. private _babylonGamepads;
  39961. private _oneGamepadConnected;
  39962. /** @hidden */
  39963. _isMonitoring: boolean;
  39964. private _gamepadEventSupported;
  39965. private _gamepadSupport;
  39966. /**
  39967. * observable to be triggered when the gamepad controller has been connected
  39968. */
  39969. onGamepadConnectedObservable: Observable<Gamepad>;
  39970. /**
  39971. * observable to be triggered when the gamepad controller has been disconnected
  39972. */
  39973. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39974. private _onGamepadConnectedEvent;
  39975. private _onGamepadDisconnectedEvent;
  39976. /**
  39977. * Initializes the gamepad manager
  39978. * @param _scene BabylonJS scene
  39979. */
  39980. constructor(_scene?: Scene | undefined);
  39981. /**
  39982. * The gamepads in the game pad manager
  39983. */
  39984. readonly gamepads: Gamepad[];
  39985. /**
  39986. * Get the gamepad controllers based on type
  39987. * @param type The type of gamepad controller
  39988. * @returns Nullable gamepad
  39989. */
  39990. getGamepadByType(type?: number): Nullable<Gamepad>;
  39991. /**
  39992. * Disposes the gamepad manager
  39993. */
  39994. dispose(): void;
  39995. private _addNewGamepad;
  39996. private _startMonitoringGamepads;
  39997. private _stopMonitoringGamepads;
  39998. /** @hidden */
  39999. _checkGamepadsStatus(): void;
  40000. private _updateGamepadObjects;
  40001. }
  40002. }
  40003. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40004. import { Nullable } from "babylonjs/types";
  40005. import { Scene } from "babylonjs/scene";
  40006. import { ISceneComponent } from "babylonjs/sceneComponent";
  40007. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40008. module "babylonjs/scene" {
  40009. interface Scene {
  40010. /** @hidden */
  40011. _gamepadManager: Nullable<GamepadManager>;
  40012. /**
  40013. * Gets the gamepad manager associated with the scene
  40014. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40015. */
  40016. gamepadManager: GamepadManager;
  40017. }
  40018. }
  40019. module "babylonjs/Cameras/freeCameraInputsManager" {
  40020. /**
  40021. * Interface representing a free camera inputs manager
  40022. */
  40023. interface FreeCameraInputsManager {
  40024. /**
  40025. * Adds gamepad input support to the FreeCameraInputsManager.
  40026. * @returns the FreeCameraInputsManager
  40027. */
  40028. addGamepad(): FreeCameraInputsManager;
  40029. }
  40030. }
  40031. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40032. /**
  40033. * Interface representing an arc rotate camera inputs manager
  40034. */
  40035. interface ArcRotateCameraInputsManager {
  40036. /**
  40037. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40038. * @returns the camera inputs manager
  40039. */
  40040. addGamepad(): ArcRotateCameraInputsManager;
  40041. }
  40042. }
  40043. /**
  40044. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40045. */
  40046. export class GamepadSystemSceneComponent implements ISceneComponent {
  40047. /**
  40048. * The component name helpfull to identify the component in the list of scene components.
  40049. */
  40050. readonly name: string;
  40051. /**
  40052. * The scene the component belongs to.
  40053. */
  40054. scene: Scene;
  40055. /**
  40056. * Creates a new instance of the component for the given scene
  40057. * @param scene Defines the scene to register the component in
  40058. */
  40059. constructor(scene: Scene);
  40060. /**
  40061. * Registers the component in a given scene
  40062. */
  40063. register(): void;
  40064. /**
  40065. * Rebuilds the elements related to this component in case of
  40066. * context lost for instance.
  40067. */
  40068. rebuild(): void;
  40069. /**
  40070. * Disposes the component and the associated ressources
  40071. */
  40072. dispose(): void;
  40073. private _beforeCameraUpdate;
  40074. }
  40075. }
  40076. declare module "babylonjs/Cameras/universalCamera" {
  40077. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40078. import { Scene } from "babylonjs/scene";
  40079. import { Vector3 } from "babylonjs/Maths/math.vector";
  40080. import "babylonjs/Gamepads/gamepadSceneComponent";
  40081. /**
  40082. * 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,
  40083. * which still works and will still be found in many Playgrounds.
  40084. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40085. */
  40086. export class UniversalCamera extends TouchCamera {
  40087. /**
  40088. * Defines the gamepad rotation sensiblity.
  40089. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40090. */
  40091. gamepadAngularSensibility: number;
  40092. /**
  40093. * Defines the gamepad move sensiblity.
  40094. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40095. */
  40096. gamepadMoveSensibility: number;
  40097. /**
  40098. * 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,
  40099. * which still works and will still be found in many Playgrounds.
  40100. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40101. * @param name Define the name of the camera in the scene
  40102. * @param position Define the start position of the camera in the scene
  40103. * @param scene Define the scene the camera belongs to
  40104. */
  40105. constructor(name: string, position: Vector3, scene: Scene);
  40106. /**
  40107. * Gets the current object class name.
  40108. * @return the class name
  40109. */
  40110. getClassName(): string;
  40111. }
  40112. }
  40113. declare module "babylonjs/Cameras/gamepadCamera" {
  40114. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40115. import { Scene } from "babylonjs/scene";
  40116. import { Vector3 } from "babylonjs/Maths/math.vector";
  40117. /**
  40118. * This represents a FPS type of camera. This is only here for back compat purpose.
  40119. * Please use the UniversalCamera instead as both are identical.
  40120. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40121. */
  40122. export class GamepadCamera extends UniversalCamera {
  40123. /**
  40124. * Instantiates a new Gamepad Camera
  40125. * This represents a FPS type of camera. This is only here for back compat purpose.
  40126. * Please use the UniversalCamera instead as both are identical.
  40127. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40128. * @param name Define the name of the camera in the scene
  40129. * @param position Define the start position of the camera in the scene
  40130. * @param scene Define the scene the camera belongs to
  40131. */
  40132. constructor(name: string, position: Vector3, scene: Scene);
  40133. /**
  40134. * Gets the current object class name.
  40135. * @return the class name
  40136. */
  40137. getClassName(): string;
  40138. }
  40139. }
  40140. declare module "babylonjs/Shaders/pass.fragment" {
  40141. /** @hidden */
  40142. export var passPixelShader: {
  40143. name: string;
  40144. shader: string;
  40145. };
  40146. }
  40147. declare module "babylonjs/Shaders/passCube.fragment" {
  40148. /** @hidden */
  40149. export var passCubePixelShader: {
  40150. name: string;
  40151. shader: string;
  40152. };
  40153. }
  40154. declare module "babylonjs/PostProcesses/passPostProcess" {
  40155. import { Nullable } from "babylonjs/types";
  40156. import { Camera } from "babylonjs/Cameras/camera";
  40157. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40158. import { Engine } from "babylonjs/Engines/engine";
  40159. import "babylonjs/Shaders/pass.fragment";
  40160. import "babylonjs/Shaders/passCube.fragment";
  40161. /**
  40162. * PassPostProcess which produces an output the same as it's input
  40163. */
  40164. export class PassPostProcess extends PostProcess {
  40165. /**
  40166. * Creates the PassPostProcess
  40167. * @param name The name of the effect.
  40168. * @param options The required width/height ratio to downsize to before computing the render pass.
  40169. * @param camera The camera to apply the render pass to.
  40170. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40171. * @param engine The engine which the post process will be applied. (default: current engine)
  40172. * @param reusable If the post process can be reused on the same frame. (default: false)
  40173. * @param textureType The type of texture to be used when performing the post processing.
  40174. * @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)
  40175. */
  40176. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40177. }
  40178. /**
  40179. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40180. */
  40181. export class PassCubePostProcess extends PostProcess {
  40182. private _face;
  40183. /**
  40184. * Gets or sets the cube face to display.
  40185. * * 0 is +X
  40186. * * 1 is -X
  40187. * * 2 is +Y
  40188. * * 3 is -Y
  40189. * * 4 is +Z
  40190. * * 5 is -Z
  40191. */
  40192. face: number;
  40193. /**
  40194. * Creates the PassCubePostProcess
  40195. * @param name The name of the effect.
  40196. * @param options The required width/height ratio to downsize to before computing the render pass.
  40197. * @param camera The camera to apply the render pass to.
  40198. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40199. * @param engine The engine which the post process will be applied. (default: current engine)
  40200. * @param reusable If the post process can be reused on the same frame. (default: false)
  40201. * @param textureType The type of texture to be used when performing the post processing.
  40202. * @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)
  40203. */
  40204. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40205. }
  40206. }
  40207. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40208. /** @hidden */
  40209. export var anaglyphPixelShader: {
  40210. name: string;
  40211. shader: string;
  40212. };
  40213. }
  40214. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40215. import { Engine } from "babylonjs/Engines/engine";
  40216. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40217. import { Camera } from "babylonjs/Cameras/camera";
  40218. import "babylonjs/Shaders/anaglyph.fragment";
  40219. /**
  40220. * Postprocess used to generate anaglyphic rendering
  40221. */
  40222. export class AnaglyphPostProcess extends PostProcess {
  40223. private _passedProcess;
  40224. /**
  40225. * Creates a new AnaglyphPostProcess
  40226. * @param name defines postprocess name
  40227. * @param options defines creation options or target ratio scale
  40228. * @param rigCameras defines cameras using this postprocess
  40229. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40230. * @param engine defines hosting engine
  40231. * @param reusable defines if the postprocess will be reused multiple times per frame
  40232. */
  40233. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40234. }
  40235. }
  40236. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40237. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40238. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40239. import { Scene } from "babylonjs/scene";
  40240. import { Vector3 } from "babylonjs/Maths/math.vector";
  40241. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40242. /**
  40243. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40244. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40245. */
  40246. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40247. /**
  40248. * Creates a new AnaglyphArcRotateCamera
  40249. * @param name defines camera name
  40250. * @param alpha defines alpha angle (in radians)
  40251. * @param beta defines beta angle (in radians)
  40252. * @param radius defines radius
  40253. * @param target defines camera target
  40254. * @param interaxialDistance defines distance between each color axis
  40255. * @param scene defines the hosting scene
  40256. */
  40257. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40258. /**
  40259. * Gets camera class name
  40260. * @returns AnaglyphArcRotateCamera
  40261. */
  40262. getClassName(): string;
  40263. }
  40264. }
  40265. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40266. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40267. import { Scene } from "babylonjs/scene";
  40268. import { Vector3 } from "babylonjs/Maths/math.vector";
  40269. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40270. /**
  40271. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40272. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40273. */
  40274. export class AnaglyphFreeCamera extends FreeCamera {
  40275. /**
  40276. * Creates a new AnaglyphFreeCamera
  40277. * @param name defines camera name
  40278. * @param position defines initial position
  40279. * @param interaxialDistance defines distance between each color axis
  40280. * @param scene defines the hosting scene
  40281. */
  40282. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40283. /**
  40284. * Gets camera class name
  40285. * @returns AnaglyphFreeCamera
  40286. */
  40287. getClassName(): string;
  40288. }
  40289. }
  40290. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40291. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40292. import { Scene } from "babylonjs/scene";
  40293. import { Vector3 } from "babylonjs/Maths/math.vector";
  40294. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40295. /**
  40296. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40297. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40298. */
  40299. export class AnaglyphGamepadCamera extends GamepadCamera {
  40300. /**
  40301. * Creates a new AnaglyphGamepadCamera
  40302. * @param name defines camera name
  40303. * @param position defines initial position
  40304. * @param interaxialDistance defines distance between each color axis
  40305. * @param scene defines the hosting scene
  40306. */
  40307. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40308. /**
  40309. * Gets camera class name
  40310. * @returns AnaglyphGamepadCamera
  40311. */
  40312. getClassName(): string;
  40313. }
  40314. }
  40315. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40316. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40317. import { Scene } from "babylonjs/scene";
  40318. import { Vector3 } from "babylonjs/Maths/math.vector";
  40319. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40320. /**
  40321. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40322. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40323. */
  40324. export class AnaglyphUniversalCamera extends UniversalCamera {
  40325. /**
  40326. * Creates a new AnaglyphUniversalCamera
  40327. * @param name defines camera name
  40328. * @param position defines initial position
  40329. * @param interaxialDistance defines distance between each color axis
  40330. * @param scene defines the hosting scene
  40331. */
  40332. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40333. /**
  40334. * Gets camera class name
  40335. * @returns AnaglyphUniversalCamera
  40336. */
  40337. getClassName(): string;
  40338. }
  40339. }
  40340. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40341. /** @hidden */
  40342. export var stereoscopicInterlacePixelShader: {
  40343. name: string;
  40344. shader: string;
  40345. };
  40346. }
  40347. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40348. import { Camera } from "babylonjs/Cameras/camera";
  40349. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40350. import { Engine } from "babylonjs/Engines/engine";
  40351. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40352. /**
  40353. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40354. */
  40355. export class StereoscopicInterlacePostProcess extends PostProcess {
  40356. private _stepSize;
  40357. private _passedProcess;
  40358. /**
  40359. * Initializes a StereoscopicInterlacePostProcess
  40360. * @param name The name of the effect.
  40361. * @param rigCameras The rig cameras to be appled to the post process
  40362. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40363. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40364. * @param engine The engine which the post process will be applied. (default: current engine)
  40365. * @param reusable If the post process can be reused on the same frame. (default: false)
  40366. */
  40367. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40368. }
  40369. }
  40370. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40371. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40372. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40373. import { Scene } from "babylonjs/scene";
  40374. import { Vector3 } from "babylonjs/Maths/math.vector";
  40375. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40376. /**
  40377. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40378. * @see http://doc.babylonjs.com/features/cameras
  40379. */
  40380. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40381. /**
  40382. * Creates a new StereoscopicArcRotateCamera
  40383. * @param name defines camera name
  40384. * @param alpha defines alpha angle (in radians)
  40385. * @param beta defines beta angle (in radians)
  40386. * @param radius defines radius
  40387. * @param target defines camera target
  40388. * @param interaxialDistance defines distance between each color axis
  40389. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40390. * @param scene defines the hosting scene
  40391. */
  40392. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40393. /**
  40394. * Gets camera class name
  40395. * @returns StereoscopicArcRotateCamera
  40396. */
  40397. getClassName(): string;
  40398. }
  40399. }
  40400. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40401. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40402. import { Scene } from "babylonjs/scene";
  40403. import { Vector3 } from "babylonjs/Maths/math.vector";
  40404. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40405. /**
  40406. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40407. * @see http://doc.babylonjs.com/features/cameras
  40408. */
  40409. export class StereoscopicFreeCamera extends FreeCamera {
  40410. /**
  40411. * Creates a new StereoscopicFreeCamera
  40412. * @param name defines camera name
  40413. * @param position defines initial position
  40414. * @param interaxialDistance defines distance between each color axis
  40415. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40416. * @param scene defines the hosting scene
  40417. */
  40418. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40419. /**
  40420. * Gets camera class name
  40421. * @returns StereoscopicFreeCamera
  40422. */
  40423. getClassName(): string;
  40424. }
  40425. }
  40426. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40427. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40428. import { Scene } from "babylonjs/scene";
  40429. import { Vector3 } from "babylonjs/Maths/math.vector";
  40430. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40431. /**
  40432. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40433. * @see http://doc.babylonjs.com/features/cameras
  40434. */
  40435. export class StereoscopicGamepadCamera extends GamepadCamera {
  40436. /**
  40437. * Creates a new StereoscopicGamepadCamera
  40438. * @param name defines camera name
  40439. * @param position defines initial position
  40440. * @param interaxialDistance defines distance between each color axis
  40441. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40442. * @param scene defines the hosting scene
  40443. */
  40444. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40445. /**
  40446. * Gets camera class name
  40447. * @returns StereoscopicGamepadCamera
  40448. */
  40449. getClassName(): string;
  40450. }
  40451. }
  40452. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40453. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40454. import { Scene } from "babylonjs/scene";
  40455. import { Vector3 } from "babylonjs/Maths/math.vector";
  40456. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40457. /**
  40458. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40459. * @see http://doc.babylonjs.com/features/cameras
  40460. */
  40461. export class StereoscopicUniversalCamera extends UniversalCamera {
  40462. /**
  40463. * Creates a new StereoscopicUniversalCamera
  40464. * @param name defines camera name
  40465. * @param position defines initial position
  40466. * @param interaxialDistance defines distance between each color axis
  40467. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40468. * @param scene defines the hosting scene
  40469. */
  40470. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40471. /**
  40472. * Gets camera class name
  40473. * @returns StereoscopicUniversalCamera
  40474. */
  40475. getClassName(): string;
  40476. }
  40477. }
  40478. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40479. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40480. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40481. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40482. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40483. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40484. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40485. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40486. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40487. }
  40488. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40489. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40490. import { Scene } from "babylonjs/scene";
  40491. import { Vector3 } from "babylonjs/Maths/math.vector";
  40492. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40493. /**
  40494. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40495. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40496. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40497. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40498. */
  40499. export class VirtualJoysticksCamera extends FreeCamera {
  40500. /**
  40501. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40502. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40503. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40504. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40505. * @param name Define the name of the camera in the scene
  40506. * @param position Define the start position of the camera in the scene
  40507. * @param scene Define the scene the camera belongs to
  40508. */
  40509. constructor(name: string, position: Vector3, scene: Scene);
  40510. /**
  40511. * Gets the current object class name.
  40512. * @return the class name
  40513. */
  40514. getClassName(): string;
  40515. }
  40516. }
  40517. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40518. import { Matrix } from "babylonjs/Maths/math.vector";
  40519. /**
  40520. * This represents all the required metrics to create a VR camera.
  40521. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40522. */
  40523. export class VRCameraMetrics {
  40524. /**
  40525. * Define the horizontal resolution off the screen.
  40526. */
  40527. hResolution: number;
  40528. /**
  40529. * Define the vertical resolution off the screen.
  40530. */
  40531. vResolution: number;
  40532. /**
  40533. * Define the horizontal screen size.
  40534. */
  40535. hScreenSize: number;
  40536. /**
  40537. * Define the vertical screen size.
  40538. */
  40539. vScreenSize: number;
  40540. /**
  40541. * Define the vertical screen center position.
  40542. */
  40543. vScreenCenter: number;
  40544. /**
  40545. * Define the distance of the eyes to the screen.
  40546. */
  40547. eyeToScreenDistance: number;
  40548. /**
  40549. * Define the distance between both lenses
  40550. */
  40551. lensSeparationDistance: number;
  40552. /**
  40553. * Define the distance between both viewer's eyes.
  40554. */
  40555. interpupillaryDistance: number;
  40556. /**
  40557. * Define the distortion factor of the VR postprocess.
  40558. * Please, touch with care.
  40559. */
  40560. distortionK: number[];
  40561. /**
  40562. * Define the chromatic aberration correction factors for the VR post process.
  40563. */
  40564. chromaAbCorrection: number[];
  40565. /**
  40566. * Define the scale factor of the post process.
  40567. * The smaller the better but the slower.
  40568. */
  40569. postProcessScaleFactor: number;
  40570. /**
  40571. * Define an offset for the lens center.
  40572. */
  40573. lensCenterOffset: number;
  40574. /**
  40575. * Define if the current vr camera should compensate the distortion of the lense or not.
  40576. */
  40577. compensateDistortion: boolean;
  40578. /**
  40579. * Defines if multiview should be enabled when rendering (Default: false)
  40580. */
  40581. multiviewEnabled: boolean;
  40582. /**
  40583. * Gets the rendering aspect ratio based on the provided resolutions.
  40584. */
  40585. readonly aspectRatio: number;
  40586. /**
  40587. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40588. */
  40589. readonly aspectRatioFov: number;
  40590. /**
  40591. * @hidden
  40592. */
  40593. readonly leftHMatrix: Matrix;
  40594. /**
  40595. * @hidden
  40596. */
  40597. readonly rightHMatrix: Matrix;
  40598. /**
  40599. * @hidden
  40600. */
  40601. readonly leftPreViewMatrix: Matrix;
  40602. /**
  40603. * @hidden
  40604. */
  40605. readonly rightPreViewMatrix: Matrix;
  40606. /**
  40607. * Get the default VRMetrics based on the most generic setup.
  40608. * @returns the default vr metrics
  40609. */
  40610. static GetDefault(): VRCameraMetrics;
  40611. }
  40612. }
  40613. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40614. /** @hidden */
  40615. export var vrDistortionCorrectionPixelShader: {
  40616. name: string;
  40617. shader: string;
  40618. };
  40619. }
  40620. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40621. import { Camera } from "babylonjs/Cameras/camera";
  40622. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40623. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40624. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40625. /**
  40626. * VRDistortionCorrectionPostProcess used for mobile VR
  40627. */
  40628. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40629. private _isRightEye;
  40630. private _distortionFactors;
  40631. private _postProcessScaleFactor;
  40632. private _lensCenterOffset;
  40633. private _scaleIn;
  40634. private _scaleFactor;
  40635. private _lensCenter;
  40636. /**
  40637. * Initializes the VRDistortionCorrectionPostProcess
  40638. * @param name The name of the effect.
  40639. * @param camera The camera to apply the render pass to.
  40640. * @param isRightEye If this is for the right eye distortion
  40641. * @param vrMetrics All the required metrics for the VR camera
  40642. */
  40643. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40644. }
  40645. }
  40646. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40647. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40648. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40649. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40650. import { Scene } from "babylonjs/scene";
  40651. import { Vector3 } from "babylonjs/Maths/math.vector";
  40652. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40653. import "babylonjs/Cameras/RigModes/vrRigMode";
  40654. /**
  40655. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40656. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40657. */
  40658. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40659. /**
  40660. * Creates a new VRDeviceOrientationArcRotateCamera
  40661. * @param name defines camera name
  40662. * @param alpha defines the camera rotation along the logitudinal axis
  40663. * @param beta defines the camera rotation along the latitudinal axis
  40664. * @param radius defines the camera distance from its target
  40665. * @param target defines the camera target
  40666. * @param scene defines the scene the camera belongs to
  40667. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40668. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40669. */
  40670. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40671. /**
  40672. * Gets camera class name
  40673. * @returns VRDeviceOrientationArcRotateCamera
  40674. */
  40675. getClassName(): string;
  40676. }
  40677. }
  40678. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40679. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40680. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40681. import { Scene } from "babylonjs/scene";
  40682. import { Vector3 } from "babylonjs/Maths/math.vector";
  40683. import "babylonjs/Cameras/RigModes/vrRigMode";
  40684. /**
  40685. * Camera used to simulate VR rendering (based on FreeCamera)
  40686. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40687. */
  40688. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40689. /**
  40690. * Creates a new VRDeviceOrientationFreeCamera
  40691. * @param name defines camera name
  40692. * @param position defines the start position of the camera
  40693. * @param scene defines the scene the camera belongs to
  40694. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40695. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40696. */
  40697. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40698. /**
  40699. * Gets camera class name
  40700. * @returns VRDeviceOrientationFreeCamera
  40701. */
  40702. getClassName(): string;
  40703. }
  40704. }
  40705. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40706. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40707. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40708. import { Scene } from "babylonjs/scene";
  40709. import { Vector3 } from "babylonjs/Maths/math.vector";
  40710. import "babylonjs/Gamepads/gamepadSceneComponent";
  40711. /**
  40712. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40713. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40714. */
  40715. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40716. /**
  40717. * Creates a new VRDeviceOrientationGamepadCamera
  40718. * @param name defines camera name
  40719. * @param position defines the start position of the camera
  40720. * @param scene defines the scene the camera belongs to
  40721. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40722. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40723. */
  40724. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40725. /**
  40726. * Gets camera class name
  40727. * @returns VRDeviceOrientationGamepadCamera
  40728. */
  40729. getClassName(): string;
  40730. }
  40731. }
  40732. declare module "babylonjs/Materials/pushMaterial" {
  40733. import { Nullable } from "babylonjs/types";
  40734. import { Scene } from "babylonjs/scene";
  40735. import { Matrix } from "babylonjs/Maths/math.vector";
  40736. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40737. import { Mesh } from "babylonjs/Meshes/mesh";
  40738. import { Material } from "babylonjs/Materials/material";
  40739. import { Effect } from "babylonjs/Materials/effect";
  40740. /**
  40741. * Base class of materials working in push mode in babylon JS
  40742. * @hidden
  40743. */
  40744. export class PushMaterial extends Material {
  40745. protected _activeEffect: Effect;
  40746. protected _normalMatrix: Matrix;
  40747. /**
  40748. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40749. * This means that the material can keep using a previous shader while a new one is being compiled.
  40750. * This is mostly used when shader parallel compilation is supported (true by default)
  40751. */
  40752. allowShaderHotSwapping: boolean;
  40753. constructor(name: string, scene: Scene);
  40754. getEffect(): Effect;
  40755. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40756. /**
  40757. * Binds the given world matrix to the active effect
  40758. *
  40759. * @param world the matrix to bind
  40760. */
  40761. bindOnlyWorldMatrix(world: Matrix): void;
  40762. /**
  40763. * Binds the given normal matrix to the active effect
  40764. *
  40765. * @param normalMatrix the matrix to bind
  40766. */
  40767. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40768. bind(world: Matrix, mesh?: Mesh): void;
  40769. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40770. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40771. }
  40772. }
  40773. declare module "babylonjs/Materials/materialFlags" {
  40774. /**
  40775. * This groups all the flags used to control the materials channel.
  40776. */
  40777. export class MaterialFlags {
  40778. private static _DiffuseTextureEnabled;
  40779. /**
  40780. * Are diffuse textures enabled in the application.
  40781. */
  40782. static DiffuseTextureEnabled: boolean;
  40783. private static _AmbientTextureEnabled;
  40784. /**
  40785. * Are ambient textures enabled in the application.
  40786. */
  40787. static AmbientTextureEnabled: boolean;
  40788. private static _OpacityTextureEnabled;
  40789. /**
  40790. * Are opacity textures enabled in the application.
  40791. */
  40792. static OpacityTextureEnabled: boolean;
  40793. private static _ReflectionTextureEnabled;
  40794. /**
  40795. * Are reflection textures enabled in the application.
  40796. */
  40797. static ReflectionTextureEnabled: boolean;
  40798. private static _EmissiveTextureEnabled;
  40799. /**
  40800. * Are emissive textures enabled in the application.
  40801. */
  40802. static EmissiveTextureEnabled: boolean;
  40803. private static _SpecularTextureEnabled;
  40804. /**
  40805. * Are specular textures enabled in the application.
  40806. */
  40807. static SpecularTextureEnabled: boolean;
  40808. private static _BumpTextureEnabled;
  40809. /**
  40810. * Are bump textures enabled in the application.
  40811. */
  40812. static BumpTextureEnabled: boolean;
  40813. private static _LightmapTextureEnabled;
  40814. /**
  40815. * Are lightmap textures enabled in the application.
  40816. */
  40817. static LightmapTextureEnabled: boolean;
  40818. private static _RefractionTextureEnabled;
  40819. /**
  40820. * Are refraction textures enabled in the application.
  40821. */
  40822. static RefractionTextureEnabled: boolean;
  40823. private static _ColorGradingTextureEnabled;
  40824. /**
  40825. * Are color grading textures enabled in the application.
  40826. */
  40827. static ColorGradingTextureEnabled: boolean;
  40828. private static _FresnelEnabled;
  40829. /**
  40830. * Are fresnels enabled in the application.
  40831. */
  40832. static FresnelEnabled: boolean;
  40833. private static _ClearCoatTextureEnabled;
  40834. /**
  40835. * Are clear coat textures enabled in the application.
  40836. */
  40837. static ClearCoatTextureEnabled: boolean;
  40838. private static _ClearCoatBumpTextureEnabled;
  40839. /**
  40840. * Are clear coat bump textures enabled in the application.
  40841. */
  40842. static ClearCoatBumpTextureEnabled: boolean;
  40843. private static _ClearCoatTintTextureEnabled;
  40844. /**
  40845. * Are clear coat tint textures enabled in the application.
  40846. */
  40847. static ClearCoatTintTextureEnabled: boolean;
  40848. private static _SheenTextureEnabled;
  40849. /**
  40850. * Are sheen textures enabled in the application.
  40851. */
  40852. static SheenTextureEnabled: boolean;
  40853. private static _AnisotropicTextureEnabled;
  40854. /**
  40855. * Are anisotropic textures enabled in the application.
  40856. */
  40857. static AnisotropicTextureEnabled: boolean;
  40858. private static _ThicknessTextureEnabled;
  40859. /**
  40860. * Are thickness textures enabled in the application.
  40861. */
  40862. static ThicknessTextureEnabled: boolean;
  40863. }
  40864. }
  40865. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40866. /** @hidden */
  40867. export var defaultFragmentDeclaration: {
  40868. name: string;
  40869. shader: string;
  40870. };
  40871. }
  40872. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40873. /** @hidden */
  40874. export var defaultUboDeclaration: {
  40875. name: string;
  40876. shader: string;
  40877. };
  40878. }
  40879. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40880. /** @hidden */
  40881. export var lightFragmentDeclaration: {
  40882. name: string;
  40883. shader: string;
  40884. };
  40885. }
  40886. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40887. /** @hidden */
  40888. export var lightUboDeclaration: {
  40889. name: string;
  40890. shader: string;
  40891. };
  40892. }
  40893. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40894. /** @hidden */
  40895. export var lightsFragmentFunctions: {
  40896. name: string;
  40897. shader: string;
  40898. };
  40899. }
  40900. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40901. /** @hidden */
  40902. export var shadowsFragmentFunctions: {
  40903. name: string;
  40904. shader: string;
  40905. };
  40906. }
  40907. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40908. /** @hidden */
  40909. export var fresnelFunction: {
  40910. name: string;
  40911. shader: string;
  40912. };
  40913. }
  40914. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40915. /** @hidden */
  40916. export var reflectionFunction: {
  40917. name: string;
  40918. shader: string;
  40919. };
  40920. }
  40921. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40922. /** @hidden */
  40923. export var bumpFragmentFunctions: {
  40924. name: string;
  40925. shader: string;
  40926. };
  40927. }
  40928. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40929. /** @hidden */
  40930. export var logDepthDeclaration: {
  40931. name: string;
  40932. shader: string;
  40933. };
  40934. }
  40935. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40936. /** @hidden */
  40937. export var bumpFragment: {
  40938. name: string;
  40939. shader: string;
  40940. };
  40941. }
  40942. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40943. /** @hidden */
  40944. export var depthPrePass: {
  40945. name: string;
  40946. shader: string;
  40947. };
  40948. }
  40949. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40950. /** @hidden */
  40951. export var lightFragment: {
  40952. name: string;
  40953. shader: string;
  40954. };
  40955. }
  40956. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40957. /** @hidden */
  40958. export var logDepthFragment: {
  40959. name: string;
  40960. shader: string;
  40961. };
  40962. }
  40963. declare module "babylonjs/Shaders/default.fragment" {
  40964. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40965. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40966. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40967. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40968. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40969. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40970. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40971. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40972. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40973. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40974. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40975. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40976. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40977. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40978. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40979. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40980. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40981. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40982. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40983. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40984. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40985. /** @hidden */
  40986. export var defaultPixelShader: {
  40987. name: string;
  40988. shader: string;
  40989. };
  40990. }
  40991. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40992. /** @hidden */
  40993. export var defaultVertexDeclaration: {
  40994. name: string;
  40995. shader: string;
  40996. };
  40997. }
  40998. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40999. /** @hidden */
  41000. export var bumpVertexDeclaration: {
  41001. name: string;
  41002. shader: string;
  41003. };
  41004. }
  41005. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41006. /** @hidden */
  41007. export var bumpVertex: {
  41008. name: string;
  41009. shader: string;
  41010. };
  41011. }
  41012. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41013. /** @hidden */
  41014. export var fogVertex: {
  41015. name: string;
  41016. shader: string;
  41017. };
  41018. }
  41019. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41020. /** @hidden */
  41021. export var shadowsVertex: {
  41022. name: string;
  41023. shader: string;
  41024. };
  41025. }
  41026. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41027. /** @hidden */
  41028. export var pointCloudVertex: {
  41029. name: string;
  41030. shader: string;
  41031. };
  41032. }
  41033. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41034. /** @hidden */
  41035. export var logDepthVertex: {
  41036. name: string;
  41037. shader: string;
  41038. };
  41039. }
  41040. declare module "babylonjs/Shaders/default.vertex" {
  41041. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41042. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41043. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41044. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41045. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41046. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41047. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41048. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41049. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41050. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41051. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41052. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41053. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41054. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41055. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41056. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41057. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41058. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41059. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41060. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41061. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41062. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41063. /** @hidden */
  41064. export var defaultVertexShader: {
  41065. name: string;
  41066. shader: string;
  41067. };
  41068. }
  41069. declare module "babylonjs/Materials/standardMaterial" {
  41070. import { SmartArray } from "babylonjs/Misc/smartArray";
  41071. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41072. import { Nullable } from "babylonjs/types";
  41073. import { Scene } from "babylonjs/scene";
  41074. import { Matrix } from "babylonjs/Maths/math.vector";
  41075. import { Color3 } from "babylonjs/Maths/math.color";
  41076. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41077. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41078. import { Mesh } from "babylonjs/Meshes/mesh";
  41079. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41080. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41081. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41083. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41085. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41086. import "babylonjs/Shaders/default.fragment";
  41087. import "babylonjs/Shaders/default.vertex";
  41088. /** @hidden */
  41089. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41090. MAINUV1: boolean;
  41091. MAINUV2: boolean;
  41092. DIFFUSE: boolean;
  41093. DIFFUSEDIRECTUV: number;
  41094. AMBIENT: boolean;
  41095. AMBIENTDIRECTUV: number;
  41096. OPACITY: boolean;
  41097. OPACITYDIRECTUV: number;
  41098. OPACITYRGB: boolean;
  41099. REFLECTION: boolean;
  41100. EMISSIVE: boolean;
  41101. EMISSIVEDIRECTUV: number;
  41102. SPECULAR: boolean;
  41103. SPECULARDIRECTUV: number;
  41104. BUMP: boolean;
  41105. BUMPDIRECTUV: number;
  41106. PARALLAX: boolean;
  41107. PARALLAXOCCLUSION: boolean;
  41108. SPECULAROVERALPHA: boolean;
  41109. CLIPPLANE: boolean;
  41110. CLIPPLANE2: boolean;
  41111. CLIPPLANE3: boolean;
  41112. CLIPPLANE4: boolean;
  41113. ALPHATEST: boolean;
  41114. DEPTHPREPASS: boolean;
  41115. ALPHAFROMDIFFUSE: boolean;
  41116. POINTSIZE: boolean;
  41117. FOG: boolean;
  41118. SPECULARTERM: boolean;
  41119. DIFFUSEFRESNEL: boolean;
  41120. OPACITYFRESNEL: boolean;
  41121. REFLECTIONFRESNEL: boolean;
  41122. REFRACTIONFRESNEL: boolean;
  41123. EMISSIVEFRESNEL: boolean;
  41124. FRESNEL: boolean;
  41125. NORMAL: boolean;
  41126. UV1: boolean;
  41127. UV2: boolean;
  41128. VERTEXCOLOR: boolean;
  41129. VERTEXALPHA: boolean;
  41130. NUM_BONE_INFLUENCERS: number;
  41131. BonesPerMesh: number;
  41132. BONETEXTURE: boolean;
  41133. INSTANCES: boolean;
  41134. GLOSSINESS: boolean;
  41135. ROUGHNESS: boolean;
  41136. EMISSIVEASILLUMINATION: boolean;
  41137. LINKEMISSIVEWITHDIFFUSE: boolean;
  41138. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41139. LIGHTMAP: boolean;
  41140. LIGHTMAPDIRECTUV: number;
  41141. OBJECTSPACE_NORMALMAP: boolean;
  41142. USELIGHTMAPASSHADOWMAP: boolean;
  41143. REFLECTIONMAP_3D: boolean;
  41144. REFLECTIONMAP_SPHERICAL: boolean;
  41145. REFLECTIONMAP_PLANAR: boolean;
  41146. REFLECTIONMAP_CUBIC: boolean;
  41147. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41148. REFLECTIONMAP_PROJECTION: boolean;
  41149. REFLECTIONMAP_SKYBOX: boolean;
  41150. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41151. REFLECTIONMAP_EXPLICIT: boolean;
  41152. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41153. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41154. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41155. INVERTCUBICMAP: boolean;
  41156. LOGARITHMICDEPTH: boolean;
  41157. REFRACTION: boolean;
  41158. REFRACTIONMAP_3D: boolean;
  41159. REFLECTIONOVERALPHA: boolean;
  41160. TWOSIDEDLIGHTING: boolean;
  41161. SHADOWFLOAT: boolean;
  41162. MORPHTARGETS: boolean;
  41163. MORPHTARGETS_NORMAL: boolean;
  41164. MORPHTARGETS_TANGENT: boolean;
  41165. MORPHTARGETS_UV: boolean;
  41166. NUM_MORPH_INFLUENCERS: number;
  41167. NONUNIFORMSCALING: boolean;
  41168. PREMULTIPLYALPHA: boolean;
  41169. IMAGEPROCESSING: boolean;
  41170. VIGNETTE: boolean;
  41171. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41172. VIGNETTEBLENDMODEOPAQUE: boolean;
  41173. TONEMAPPING: boolean;
  41174. TONEMAPPING_ACES: boolean;
  41175. CONTRAST: boolean;
  41176. COLORCURVES: boolean;
  41177. COLORGRADING: boolean;
  41178. COLORGRADING3D: boolean;
  41179. SAMPLER3DGREENDEPTH: boolean;
  41180. SAMPLER3DBGRMAP: boolean;
  41181. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41182. MULTIVIEW: boolean;
  41183. /**
  41184. * If the reflection texture on this material is in linear color space
  41185. * @hidden
  41186. */
  41187. IS_REFLECTION_LINEAR: boolean;
  41188. /**
  41189. * If the refraction texture on this material is in linear color space
  41190. * @hidden
  41191. */
  41192. IS_REFRACTION_LINEAR: boolean;
  41193. EXPOSURE: boolean;
  41194. constructor();
  41195. setReflectionMode(modeToEnable: string): void;
  41196. }
  41197. /**
  41198. * This is the default material used in Babylon. It is the best trade off between quality
  41199. * and performances.
  41200. * @see http://doc.babylonjs.com/babylon101/materials
  41201. */
  41202. export class StandardMaterial extends PushMaterial {
  41203. private _diffuseTexture;
  41204. /**
  41205. * The basic texture of the material as viewed under a light.
  41206. */
  41207. diffuseTexture: Nullable<BaseTexture>;
  41208. private _ambientTexture;
  41209. /**
  41210. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41211. */
  41212. ambientTexture: Nullable<BaseTexture>;
  41213. private _opacityTexture;
  41214. /**
  41215. * Define the transparency of the material from a texture.
  41216. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41217. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41218. */
  41219. opacityTexture: Nullable<BaseTexture>;
  41220. private _reflectionTexture;
  41221. /**
  41222. * Define the texture used to display the reflection.
  41223. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41224. */
  41225. reflectionTexture: Nullable<BaseTexture>;
  41226. private _emissiveTexture;
  41227. /**
  41228. * Define texture of the material as if self lit.
  41229. * This will be mixed in the final result even in the absence of light.
  41230. */
  41231. emissiveTexture: Nullable<BaseTexture>;
  41232. private _specularTexture;
  41233. /**
  41234. * Define how the color and intensity of the highlight given by the light in the material.
  41235. */
  41236. specularTexture: Nullable<BaseTexture>;
  41237. private _bumpTexture;
  41238. /**
  41239. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41240. * 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.
  41241. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41242. */
  41243. bumpTexture: Nullable<BaseTexture>;
  41244. private _lightmapTexture;
  41245. /**
  41246. * Complex lighting can be computationally expensive to compute at runtime.
  41247. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41248. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41249. */
  41250. lightmapTexture: Nullable<BaseTexture>;
  41251. private _refractionTexture;
  41252. /**
  41253. * Define the texture used to display the refraction.
  41254. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41255. */
  41256. refractionTexture: Nullable<BaseTexture>;
  41257. /**
  41258. * The color of the material lit by the environmental background lighting.
  41259. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41260. */
  41261. ambientColor: Color3;
  41262. /**
  41263. * The basic color of the material as viewed under a light.
  41264. */
  41265. diffuseColor: Color3;
  41266. /**
  41267. * Define how the color and intensity of the highlight given by the light in the material.
  41268. */
  41269. specularColor: Color3;
  41270. /**
  41271. * Define the color of the material as if self lit.
  41272. * This will be mixed in the final result even in the absence of light.
  41273. */
  41274. emissiveColor: Color3;
  41275. /**
  41276. * Defines how sharp are the highlights in the material.
  41277. * The bigger the value the sharper giving a more glossy feeling to the result.
  41278. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41279. */
  41280. specularPower: number;
  41281. private _useAlphaFromDiffuseTexture;
  41282. /**
  41283. * Does the transparency come from the diffuse texture alpha channel.
  41284. */
  41285. useAlphaFromDiffuseTexture: boolean;
  41286. private _useEmissiveAsIllumination;
  41287. /**
  41288. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41289. */
  41290. useEmissiveAsIllumination: boolean;
  41291. private _linkEmissiveWithDiffuse;
  41292. /**
  41293. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41294. * the emissive level when the final color is close to one.
  41295. */
  41296. linkEmissiveWithDiffuse: boolean;
  41297. private _useSpecularOverAlpha;
  41298. /**
  41299. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41300. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41301. */
  41302. useSpecularOverAlpha: boolean;
  41303. private _useReflectionOverAlpha;
  41304. /**
  41305. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41306. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41307. */
  41308. useReflectionOverAlpha: boolean;
  41309. private _disableLighting;
  41310. /**
  41311. * Does lights from the scene impacts this material.
  41312. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41313. */
  41314. disableLighting: boolean;
  41315. private _useObjectSpaceNormalMap;
  41316. /**
  41317. * Allows using an object space normal map (instead of tangent space).
  41318. */
  41319. useObjectSpaceNormalMap: boolean;
  41320. private _useParallax;
  41321. /**
  41322. * Is parallax enabled or not.
  41323. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41324. */
  41325. useParallax: boolean;
  41326. private _useParallaxOcclusion;
  41327. /**
  41328. * Is parallax occlusion enabled or not.
  41329. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41330. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41331. */
  41332. useParallaxOcclusion: boolean;
  41333. /**
  41334. * 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.
  41335. */
  41336. parallaxScaleBias: number;
  41337. private _roughness;
  41338. /**
  41339. * Helps to define how blurry the reflections should appears in the material.
  41340. */
  41341. roughness: number;
  41342. /**
  41343. * In case of refraction, define the value of the index of refraction.
  41344. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41345. */
  41346. indexOfRefraction: number;
  41347. /**
  41348. * Invert the refraction texture alongside the y axis.
  41349. * It can be useful with procedural textures or probe for instance.
  41350. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41351. */
  41352. invertRefractionY: boolean;
  41353. /**
  41354. * Defines the alpha limits in alpha test mode.
  41355. */
  41356. alphaCutOff: number;
  41357. private _useLightmapAsShadowmap;
  41358. /**
  41359. * In case of light mapping, define whether the map contains light or shadow informations.
  41360. */
  41361. useLightmapAsShadowmap: boolean;
  41362. private _diffuseFresnelParameters;
  41363. /**
  41364. * Define the diffuse fresnel parameters of the material.
  41365. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41366. */
  41367. diffuseFresnelParameters: FresnelParameters;
  41368. private _opacityFresnelParameters;
  41369. /**
  41370. * Define the opacity fresnel parameters of the material.
  41371. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41372. */
  41373. opacityFresnelParameters: FresnelParameters;
  41374. private _reflectionFresnelParameters;
  41375. /**
  41376. * Define the reflection fresnel parameters of the material.
  41377. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41378. */
  41379. reflectionFresnelParameters: FresnelParameters;
  41380. private _refractionFresnelParameters;
  41381. /**
  41382. * Define the refraction fresnel parameters of the material.
  41383. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41384. */
  41385. refractionFresnelParameters: FresnelParameters;
  41386. private _emissiveFresnelParameters;
  41387. /**
  41388. * Define the emissive fresnel parameters of the material.
  41389. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41390. */
  41391. emissiveFresnelParameters: FresnelParameters;
  41392. private _useReflectionFresnelFromSpecular;
  41393. /**
  41394. * If true automatically deducts the fresnels values from the material specularity.
  41395. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41396. */
  41397. useReflectionFresnelFromSpecular: boolean;
  41398. private _useGlossinessFromSpecularMapAlpha;
  41399. /**
  41400. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41401. */
  41402. useGlossinessFromSpecularMapAlpha: boolean;
  41403. private _maxSimultaneousLights;
  41404. /**
  41405. * Defines the maximum number of lights that can be used in the material
  41406. */
  41407. maxSimultaneousLights: number;
  41408. private _invertNormalMapX;
  41409. /**
  41410. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41411. */
  41412. invertNormalMapX: boolean;
  41413. private _invertNormalMapY;
  41414. /**
  41415. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41416. */
  41417. invertNormalMapY: boolean;
  41418. private _twoSidedLighting;
  41419. /**
  41420. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41421. */
  41422. twoSidedLighting: boolean;
  41423. /**
  41424. * Default configuration related to image processing available in the standard Material.
  41425. */
  41426. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41427. /**
  41428. * Gets the image processing configuration used either in this material.
  41429. */
  41430. /**
  41431. * Sets the Default image processing configuration used either in the this material.
  41432. *
  41433. * If sets to null, the scene one is in use.
  41434. */
  41435. imageProcessingConfiguration: ImageProcessingConfiguration;
  41436. /**
  41437. * Keep track of the image processing observer to allow dispose and replace.
  41438. */
  41439. private _imageProcessingObserver;
  41440. /**
  41441. * Attaches a new image processing configuration to the Standard Material.
  41442. * @param configuration
  41443. */
  41444. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41445. /**
  41446. * Gets wether the color curves effect is enabled.
  41447. */
  41448. /**
  41449. * Sets wether the color curves effect is enabled.
  41450. */
  41451. cameraColorCurvesEnabled: boolean;
  41452. /**
  41453. * Gets wether the color grading effect is enabled.
  41454. */
  41455. /**
  41456. * Gets wether the color grading effect is enabled.
  41457. */
  41458. cameraColorGradingEnabled: boolean;
  41459. /**
  41460. * Gets wether tonemapping is enabled or not.
  41461. */
  41462. /**
  41463. * Sets wether tonemapping is enabled or not
  41464. */
  41465. cameraToneMappingEnabled: boolean;
  41466. /**
  41467. * The camera exposure used on this material.
  41468. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41469. * This corresponds to a photographic exposure.
  41470. */
  41471. /**
  41472. * The camera exposure used on this material.
  41473. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41474. * This corresponds to a photographic exposure.
  41475. */
  41476. cameraExposure: number;
  41477. /**
  41478. * Gets The camera contrast used on this material.
  41479. */
  41480. /**
  41481. * Sets The camera contrast used on this material.
  41482. */
  41483. cameraContrast: number;
  41484. /**
  41485. * Gets the Color Grading 2D Lookup Texture.
  41486. */
  41487. /**
  41488. * Sets the Color Grading 2D Lookup Texture.
  41489. */
  41490. cameraColorGradingTexture: Nullable<BaseTexture>;
  41491. /**
  41492. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41493. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41494. * 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;
  41495. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41496. */
  41497. /**
  41498. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41499. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41500. * 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;
  41501. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41502. */
  41503. cameraColorCurves: Nullable<ColorCurves>;
  41504. /**
  41505. * Custom callback helping to override the default shader used in the material.
  41506. */
  41507. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41508. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41509. protected _worldViewProjectionMatrix: Matrix;
  41510. protected _globalAmbientColor: Color3;
  41511. protected _useLogarithmicDepth: boolean;
  41512. /**
  41513. * Instantiates a new standard material.
  41514. * This is the default material used in Babylon. It is the best trade off between quality
  41515. * and performances.
  41516. * @see http://doc.babylonjs.com/babylon101/materials
  41517. * @param name Define the name of the material in the scene
  41518. * @param scene Define the scene the material belong to
  41519. */
  41520. constructor(name: string, scene: Scene);
  41521. /**
  41522. * Gets a boolean indicating that current material needs to register RTT
  41523. */
  41524. readonly hasRenderTargetTextures: boolean;
  41525. /**
  41526. * Gets the current class name of the material e.g. "StandardMaterial"
  41527. * Mainly use in serialization.
  41528. * @returns the class name
  41529. */
  41530. getClassName(): string;
  41531. /**
  41532. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41533. * You can try switching to logarithmic depth.
  41534. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41535. */
  41536. useLogarithmicDepth: boolean;
  41537. /**
  41538. * Specifies if the material will require alpha blending
  41539. * @returns a boolean specifying if alpha blending is needed
  41540. */
  41541. needAlphaBlending(): boolean;
  41542. /**
  41543. * Specifies if this material should be rendered in alpha test mode
  41544. * @returns a boolean specifying if an alpha test is needed.
  41545. */
  41546. needAlphaTesting(): boolean;
  41547. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41548. /**
  41549. * Get the texture used for alpha test purpose.
  41550. * @returns the diffuse texture in case of the standard material.
  41551. */
  41552. getAlphaTestTexture(): Nullable<BaseTexture>;
  41553. /**
  41554. * Get if the submesh is ready to be used and all its information available.
  41555. * Child classes can use it to update shaders
  41556. * @param mesh defines the mesh to check
  41557. * @param subMesh defines which submesh to check
  41558. * @param useInstances specifies that instances should be used
  41559. * @returns a boolean indicating that the submesh is ready or not
  41560. */
  41561. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41562. /**
  41563. * Builds the material UBO layouts.
  41564. * Used internally during the effect preparation.
  41565. */
  41566. buildUniformLayout(): void;
  41567. /**
  41568. * Unbinds the material from the mesh
  41569. */
  41570. unbind(): void;
  41571. /**
  41572. * Binds the submesh to this material by preparing the effect and shader to draw
  41573. * @param world defines the world transformation matrix
  41574. * @param mesh defines the mesh containing the submesh
  41575. * @param subMesh defines the submesh to bind the material to
  41576. */
  41577. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41578. /**
  41579. * Get the list of animatables in the material.
  41580. * @returns the list of animatables object used in the material
  41581. */
  41582. getAnimatables(): IAnimatable[];
  41583. /**
  41584. * Gets the active textures from the material
  41585. * @returns an array of textures
  41586. */
  41587. getActiveTextures(): BaseTexture[];
  41588. /**
  41589. * Specifies if the material uses a texture
  41590. * @param texture defines the texture to check against the material
  41591. * @returns a boolean specifying if the material uses the texture
  41592. */
  41593. hasTexture(texture: BaseTexture): boolean;
  41594. /**
  41595. * Disposes the material
  41596. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41597. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41598. */
  41599. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41600. /**
  41601. * Makes a duplicate of the material, and gives it a new name
  41602. * @param name defines the new name for the duplicated material
  41603. * @returns the cloned material
  41604. */
  41605. clone(name: string): StandardMaterial;
  41606. /**
  41607. * Serializes this material in a JSON representation
  41608. * @returns the serialized material object
  41609. */
  41610. serialize(): any;
  41611. /**
  41612. * Creates a standard material from parsed material data
  41613. * @param source defines the JSON representation of the material
  41614. * @param scene defines the hosting scene
  41615. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41616. * @returns a new standard material
  41617. */
  41618. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41619. /**
  41620. * Are diffuse textures enabled in the application.
  41621. */
  41622. static DiffuseTextureEnabled: boolean;
  41623. /**
  41624. * Are ambient textures enabled in the application.
  41625. */
  41626. static AmbientTextureEnabled: boolean;
  41627. /**
  41628. * Are opacity textures enabled in the application.
  41629. */
  41630. static OpacityTextureEnabled: boolean;
  41631. /**
  41632. * Are reflection textures enabled in the application.
  41633. */
  41634. static ReflectionTextureEnabled: boolean;
  41635. /**
  41636. * Are emissive textures enabled in the application.
  41637. */
  41638. static EmissiveTextureEnabled: boolean;
  41639. /**
  41640. * Are specular textures enabled in the application.
  41641. */
  41642. static SpecularTextureEnabled: boolean;
  41643. /**
  41644. * Are bump textures enabled in the application.
  41645. */
  41646. static BumpTextureEnabled: boolean;
  41647. /**
  41648. * Are lightmap textures enabled in the application.
  41649. */
  41650. static LightmapTextureEnabled: boolean;
  41651. /**
  41652. * Are refraction textures enabled in the application.
  41653. */
  41654. static RefractionTextureEnabled: boolean;
  41655. /**
  41656. * Are color grading textures enabled in the application.
  41657. */
  41658. static ColorGradingTextureEnabled: boolean;
  41659. /**
  41660. * Are fresnels enabled in the application.
  41661. */
  41662. static FresnelEnabled: boolean;
  41663. }
  41664. }
  41665. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41666. import { Scene } from "babylonjs/scene";
  41667. import { Texture } from "babylonjs/Materials/Textures/texture";
  41668. /**
  41669. * A class extending Texture allowing drawing on a texture
  41670. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41671. */
  41672. export class DynamicTexture extends Texture {
  41673. private _generateMipMaps;
  41674. private _canvas;
  41675. private _context;
  41676. private _engine;
  41677. /**
  41678. * Creates a DynamicTexture
  41679. * @param name defines the name of the texture
  41680. * @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
  41681. * @param scene defines the scene where you want the texture
  41682. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41683. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41684. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41685. */
  41686. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41687. /**
  41688. * Get the current class name of the texture useful for serialization or dynamic coding.
  41689. * @returns "DynamicTexture"
  41690. */
  41691. getClassName(): string;
  41692. /**
  41693. * Gets the current state of canRescale
  41694. */
  41695. readonly canRescale: boolean;
  41696. private _recreate;
  41697. /**
  41698. * Scales the texture
  41699. * @param ratio the scale factor to apply to both width and height
  41700. */
  41701. scale(ratio: number): void;
  41702. /**
  41703. * Resizes the texture
  41704. * @param width the new width
  41705. * @param height the new height
  41706. */
  41707. scaleTo(width: number, height: number): void;
  41708. /**
  41709. * Gets the context of the canvas used by the texture
  41710. * @returns the canvas context of the dynamic texture
  41711. */
  41712. getContext(): CanvasRenderingContext2D;
  41713. /**
  41714. * Clears the texture
  41715. */
  41716. clear(): void;
  41717. /**
  41718. * Updates the texture
  41719. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41720. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41721. */
  41722. update(invertY?: boolean, premulAlpha?: boolean): void;
  41723. /**
  41724. * Draws text onto the texture
  41725. * @param text defines the text to be drawn
  41726. * @param x defines the placement of the text from the left
  41727. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41728. * @param font defines the font to be used with font-style, font-size, font-name
  41729. * @param color defines the color used for the text
  41730. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41731. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41732. * @param update defines whether texture is immediately update (default is true)
  41733. */
  41734. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41735. /**
  41736. * Clones the texture
  41737. * @returns the clone of the texture.
  41738. */
  41739. clone(): DynamicTexture;
  41740. /**
  41741. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41742. * @returns a serialized dynamic texture object
  41743. */
  41744. serialize(): any;
  41745. /** @hidden */
  41746. _rebuild(): void;
  41747. }
  41748. }
  41749. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41750. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41751. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41752. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41753. /** @hidden */
  41754. export var imageProcessingPixelShader: {
  41755. name: string;
  41756. shader: string;
  41757. };
  41758. }
  41759. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41760. import { Nullable } from "babylonjs/types";
  41761. import { Color4 } from "babylonjs/Maths/math.color";
  41762. import { Camera } from "babylonjs/Cameras/camera";
  41763. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41764. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41765. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41766. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41767. import { Engine } from "babylonjs/Engines/engine";
  41768. import "babylonjs/Shaders/imageProcessing.fragment";
  41769. import "babylonjs/Shaders/postprocess.vertex";
  41770. /**
  41771. * ImageProcessingPostProcess
  41772. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41773. */
  41774. export class ImageProcessingPostProcess extends PostProcess {
  41775. /**
  41776. * Default configuration related to image processing available in the PBR Material.
  41777. */
  41778. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41779. /**
  41780. * Gets the image processing configuration used either in this material.
  41781. */
  41782. /**
  41783. * Sets the Default image processing configuration used either in the this material.
  41784. *
  41785. * If sets to null, the scene one is in use.
  41786. */
  41787. imageProcessingConfiguration: ImageProcessingConfiguration;
  41788. /**
  41789. * Keep track of the image processing observer to allow dispose and replace.
  41790. */
  41791. private _imageProcessingObserver;
  41792. /**
  41793. * Attaches a new image processing configuration to the PBR Material.
  41794. * @param configuration
  41795. */
  41796. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41797. /**
  41798. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41799. */
  41800. /**
  41801. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41802. */
  41803. colorCurves: Nullable<ColorCurves>;
  41804. /**
  41805. * Gets wether the color curves effect is enabled.
  41806. */
  41807. /**
  41808. * Sets wether the color curves effect is enabled.
  41809. */
  41810. colorCurvesEnabled: boolean;
  41811. /**
  41812. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41813. */
  41814. /**
  41815. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41816. */
  41817. colorGradingTexture: Nullable<BaseTexture>;
  41818. /**
  41819. * Gets wether the color grading effect is enabled.
  41820. */
  41821. /**
  41822. * Gets wether the color grading effect is enabled.
  41823. */
  41824. colorGradingEnabled: boolean;
  41825. /**
  41826. * Gets exposure used in the effect.
  41827. */
  41828. /**
  41829. * Sets exposure used in the effect.
  41830. */
  41831. exposure: number;
  41832. /**
  41833. * Gets wether tonemapping is enabled or not.
  41834. */
  41835. /**
  41836. * Sets wether tonemapping is enabled or not
  41837. */
  41838. toneMappingEnabled: boolean;
  41839. /**
  41840. * Gets the type of tone mapping effect.
  41841. */
  41842. /**
  41843. * Sets the type of tone mapping effect.
  41844. */
  41845. toneMappingType: number;
  41846. /**
  41847. * Gets contrast used in the effect.
  41848. */
  41849. /**
  41850. * Sets contrast used in the effect.
  41851. */
  41852. contrast: number;
  41853. /**
  41854. * Gets Vignette stretch size.
  41855. */
  41856. /**
  41857. * Sets Vignette stretch size.
  41858. */
  41859. vignetteStretch: number;
  41860. /**
  41861. * Gets Vignette centre X Offset.
  41862. */
  41863. /**
  41864. * Sets Vignette centre X Offset.
  41865. */
  41866. vignetteCentreX: number;
  41867. /**
  41868. * Gets Vignette centre Y Offset.
  41869. */
  41870. /**
  41871. * Sets Vignette centre Y Offset.
  41872. */
  41873. vignetteCentreY: number;
  41874. /**
  41875. * Gets Vignette weight or intensity of the vignette effect.
  41876. */
  41877. /**
  41878. * Sets Vignette weight or intensity of the vignette effect.
  41879. */
  41880. vignetteWeight: number;
  41881. /**
  41882. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41883. * if vignetteEnabled is set to true.
  41884. */
  41885. /**
  41886. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41887. * if vignetteEnabled is set to true.
  41888. */
  41889. vignetteColor: Color4;
  41890. /**
  41891. * Gets Camera field of view used by the Vignette effect.
  41892. */
  41893. /**
  41894. * Sets Camera field of view used by the Vignette effect.
  41895. */
  41896. vignetteCameraFov: number;
  41897. /**
  41898. * Gets the vignette blend mode allowing different kind of effect.
  41899. */
  41900. /**
  41901. * Sets the vignette blend mode allowing different kind of effect.
  41902. */
  41903. vignetteBlendMode: number;
  41904. /**
  41905. * Gets wether the vignette effect is enabled.
  41906. */
  41907. /**
  41908. * Sets wether the vignette effect is enabled.
  41909. */
  41910. vignetteEnabled: boolean;
  41911. private _fromLinearSpace;
  41912. /**
  41913. * Gets wether the input of the processing is in Gamma or Linear Space.
  41914. */
  41915. /**
  41916. * Sets wether the input of the processing is in Gamma or Linear Space.
  41917. */
  41918. fromLinearSpace: boolean;
  41919. /**
  41920. * Defines cache preventing GC.
  41921. */
  41922. private _defines;
  41923. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41924. /**
  41925. * "ImageProcessingPostProcess"
  41926. * @returns "ImageProcessingPostProcess"
  41927. */
  41928. getClassName(): string;
  41929. protected _updateParameters(): void;
  41930. dispose(camera?: Camera): void;
  41931. }
  41932. }
  41933. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41934. import { Scene } from "babylonjs/scene";
  41935. import { Color3 } from "babylonjs/Maths/math.color";
  41936. import { Mesh } from "babylonjs/Meshes/mesh";
  41937. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41938. import { Nullable } from "babylonjs/types";
  41939. /**
  41940. * Class containing static functions to help procedurally build meshes
  41941. */
  41942. export class GroundBuilder {
  41943. /**
  41944. * Creates a ground mesh
  41945. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41946. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41947. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41948. * @param name defines the name of the mesh
  41949. * @param options defines the options used to create the mesh
  41950. * @param scene defines the hosting scene
  41951. * @returns the ground mesh
  41952. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41953. */
  41954. static CreateGround(name: string, options: {
  41955. width?: number;
  41956. height?: number;
  41957. subdivisions?: number;
  41958. subdivisionsX?: number;
  41959. subdivisionsY?: number;
  41960. updatable?: boolean;
  41961. }, scene: any): Mesh;
  41962. /**
  41963. * Creates a tiled ground mesh
  41964. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41965. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41966. * * 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
  41967. * * 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
  41968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41969. * @param name defines the name of the mesh
  41970. * @param options defines the options used to create the mesh
  41971. * @param scene defines the hosting scene
  41972. * @returns the tiled ground mesh
  41973. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41974. */
  41975. static CreateTiledGround(name: string, options: {
  41976. xmin: number;
  41977. zmin: number;
  41978. xmax: number;
  41979. zmax: number;
  41980. subdivisions?: {
  41981. w: number;
  41982. h: number;
  41983. };
  41984. precision?: {
  41985. w: number;
  41986. h: number;
  41987. };
  41988. updatable?: boolean;
  41989. }, scene?: Nullable<Scene>): Mesh;
  41990. /**
  41991. * Creates a ground mesh from a height map
  41992. * * The parameter `url` sets the URL of the height map image resource.
  41993. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41994. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41995. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41996. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41997. * * 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.
  41998. * * 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).
  41999. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42000. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42001. * @param name defines the name of the mesh
  42002. * @param url defines the url to the height map
  42003. * @param options defines the options used to create the mesh
  42004. * @param scene defines the hosting scene
  42005. * @returns the ground mesh
  42006. * @see https://doc.babylonjs.com/babylon101/height_map
  42007. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42008. */
  42009. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42010. width?: number;
  42011. height?: number;
  42012. subdivisions?: number;
  42013. minHeight?: number;
  42014. maxHeight?: number;
  42015. colorFilter?: Color3;
  42016. alphaFilter?: number;
  42017. updatable?: boolean;
  42018. onReady?: (mesh: GroundMesh) => void;
  42019. }, scene?: Nullable<Scene>): GroundMesh;
  42020. }
  42021. }
  42022. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42023. import { Vector4 } from "babylonjs/Maths/math.vector";
  42024. import { Mesh } from "babylonjs/Meshes/mesh";
  42025. /**
  42026. * Class containing static functions to help procedurally build meshes
  42027. */
  42028. export class TorusBuilder {
  42029. /**
  42030. * Creates a torus mesh
  42031. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42032. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42033. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42034. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42035. * * If you create a double-sided mesh, you can choose what parts of 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
  42036. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42037. * @param name defines the name of the mesh
  42038. * @param options defines the options used to create the mesh
  42039. * @param scene defines the hosting scene
  42040. * @returns the torus mesh
  42041. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42042. */
  42043. static CreateTorus(name: string, options: {
  42044. diameter?: number;
  42045. thickness?: number;
  42046. tessellation?: number;
  42047. updatable?: boolean;
  42048. sideOrientation?: number;
  42049. frontUVs?: Vector4;
  42050. backUVs?: Vector4;
  42051. }, scene: any): Mesh;
  42052. }
  42053. }
  42054. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42055. import { Vector4 } from "babylonjs/Maths/math.vector";
  42056. import { Color4 } from "babylonjs/Maths/math.color";
  42057. import { Mesh } from "babylonjs/Meshes/mesh";
  42058. /**
  42059. * Class containing static functions to help procedurally build meshes
  42060. */
  42061. export class CylinderBuilder {
  42062. /**
  42063. * Creates a cylinder or a cone mesh
  42064. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42065. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42066. * * 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.
  42067. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42068. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42069. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42070. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42071. * * 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).
  42072. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42073. * * 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).
  42074. * * 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
  42075. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42076. * * 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
  42077. * * 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.
  42078. * * If `enclose` is false, a ring surface is one element.
  42079. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42080. * * 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
  42081. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42082. * * If you create a double-sided mesh, you can choose what parts of 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
  42083. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42084. * @param name defines the name of the mesh
  42085. * @param options defines the options used to create the mesh
  42086. * @param scene defines the hosting scene
  42087. * @returns the cylinder mesh
  42088. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42089. */
  42090. static CreateCylinder(name: string, options: {
  42091. height?: number;
  42092. diameterTop?: number;
  42093. diameterBottom?: number;
  42094. diameter?: number;
  42095. tessellation?: number;
  42096. subdivisions?: number;
  42097. arc?: number;
  42098. faceColors?: Color4[];
  42099. faceUV?: Vector4[];
  42100. updatable?: boolean;
  42101. hasRings?: boolean;
  42102. enclose?: boolean;
  42103. cap?: number;
  42104. sideOrientation?: number;
  42105. frontUVs?: Vector4;
  42106. backUVs?: Vector4;
  42107. }, scene: any): Mesh;
  42108. }
  42109. }
  42110. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42111. import { Observable } from "babylonjs/Misc/observable";
  42112. import { Nullable } from "babylonjs/types";
  42113. import { Camera } from "babylonjs/Cameras/camera";
  42114. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42115. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42116. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42117. import { Scene } from "babylonjs/scene";
  42118. import { Vector3 } from "babylonjs/Maths/math.vector";
  42119. import { Color3 } from "babylonjs/Maths/math.color";
  42120. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42121. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42122. import { Mesh } from "babylonjs/Meshes/mesh";
  42123. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42124. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42125. import "babylonjs/Meshes/Builders/groundBuilder";
  42126. import "babylonjs/Meshes/Builders/torusBuilder";
  42127. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42128. import "babylonjs/Gamepads/gamepadSceneComponent";
  42129. import "babylonjs/Animations/animatable";
  42130. /**
  42131. * Options to modify the vr teleportation behavior.
  42132. */
  42133. export interface VRTeleportationOptions {
  42134. /**
  42135. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42136. */
  42137. floorMeshName?: string;
  42138. /**
  42139. * A list of meshes to be used as the teleportation floor. (default: empty)
  42140. */
  42141. floorMeshes?: Mesh[];
  42142. }
  42143. /**
  42144. * Options to modify the vr experience helper's behavior.
  42145. */
  42146. export interface VRExperienceHelperOptions extends WebVROptions {
  42147. /**
  42148. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42149. */
  42150. createDeviceOrientationCamera?: boolean;
  42151. /**
  42152. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42153. */
  42154. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42155. /**
  42156. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42157. */
  42158. laserToggle?: boolean;
  42159. /**
  42160. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42161. */
  42162. floorMeshes?: Mesh[];
  42163. /**
  42164. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42165. */
  42166. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42167. }
  42168. /**
  42169. * Event containing information after VR has been entered
  42170. */
  42171. export class OnAfterEnteringVRObservableEvent {
  42172. /**
  42173. * If entering vr was successful
  42174. */
  42175. success: boolean;
  42176. }
  42177. /**
  42178. * Helps to quickly add VR support to an existing scene.
  42179. * See http://doc.babylonjs.com/how_to/webvr_helper
  42180. */
  42181. export class VRExperienceHelper {
  42182. /** Options to modify the vr experience helper's behavior. */
  42183. webVROptions: VRExperienceHelperOptions;
  42184. private _scene;
  42185. private _position;
  42186. private _btnVR;
  42187. private _btnVRDisplayed;
  42188. private _webVRsupported;
  42189. private _webVRready;
  42190. private _webVRrequesting;
  42191. private _webVRpresenting;
  42192. private _hasEnteredVR;
  42193. private _fullscreenVRpresenting;
  42194. private _canvas;
  42195. private _webVRCamera;
  42196. private _vrDeviceOrientationCamera;
  42197. private _deviceOrientationCamera;
  42198. private _existingCamera;
  42199. private _onKeyDown;
  42200. private _onVrDisplayPresentChange;
  42201. private _onVRDisplayChanged;
  42202. private _onVRRequestPresentStart;
  42203. private _onVRRequestPresentComplete;
  42204. /**
  42205. * 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)
  42206. */
  42207. enableGazeEvenWhenNoPointerLock: boolean;
  42208. /**
  42209. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42210. */
  42211. exitVROnDoubleTap: boolean;
  42212. /**
  42213. * Observable raised right before entering VR.
  42214. */
  42215. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42216. /**
  42217. * Observable raised when entering VR has completed.
  42218. */
  42219. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42220. /**
  42221. * Observable raised when exiting VR.
  42222. */
  42223. onExitingVRObservable: Observable<VRExperienceHelper>;
  42224. /**
  42225. * Observable raised when controller mesh is loaded.
  42226. */
  42227. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42228. /** Return this.onEnteringVRObservable
  42229. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42230. */
  42231. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42232. /** Return this.onExitingVRObservable
  42233. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42234. */
  42235. readonly onExitingVR: Observable<VRExperienceHelper>;
  42236. /** Return this.onControllerMeshLoadedObservable
  42237. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42238. */
  42239. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42240. private _rayLength;
  42241. private _useCustomVRButton;
  42242. private _teleportationRequested;
  42243. private _teleportActive;
  42244. private _floorMeshName;
  42245. private _floorMeshesCollection;
  42246. private _rotationAllowed;
  42247. private _teleportBackwardsVector;
  42248. private _teleportationTarget;
  42249. private _isDefaultTeleportationTarget;
  42250. private _postProcessMove;
  42251. private _teleportationFillColor;
  42252. private _teleportationBorderColor;
  42253. private _rotationAngle;
  42254. private _haloCenter;
  42255. private _cameraGazer;
  42256. private _padSensibilityUp;
  42257. private _padSensibilityDown;
  42258. private _leftController;
  42259. private _rightController;
  42260. /**
  42261. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42262. */
  42263. onNewMeshSelected: Observable<AbstractMesh>;
  42264. /**
  42265. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42266. */
  42267. onNewMeshPicked: Observable<PickingInfo>;
  42268. private _circleEase;
  42269. /**
  42270. * Observable raised before camera teleportation
  42271. */
  42272. onBeforeCameraTeleport: Observable<Vector3>;
  42273. /**
  42274. * Observable raised after camera teleportation
  42275. */
  42276. onAfterCameraTeleport: Observable<Vector3>;
  42277. /**
  42278. * Observable raised when current selected mesh gets unselected
  42279. */
  42280. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42281. private _raySelectionPredicate;
  42282. /**
  42283. * To be optionaly changed by user to define custom ray selection
  42284. */
  42285. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42286. /**
  42287. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42288. */
  42289. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42290. /**
  42291. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42292. */
  42293. teleportationEnabled: boolean;
  42294. private _defaultHeight;
  42295. private _teleportationInitialized;
  42296. private _interactionsEnabled;
  42297. private _interactionsRequested;
  42298. private _displayGaze;
  42299. private _displayLaserPointer;
  42300. /**
  42301. * The mesh used to display where the user is going to teleport.
  42302. */
  42303. /**
  42304. * Sets the mesh to be used to display where the user is going to teleport.
  42305. */
  42306. teleportationTarget: Mesh;
  42307. /**
  42308. * 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
  42309. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42310. * See http://doc.babylonjs.com/resources/baking_transformations
  42311. */
  42312. gazeTrackerMesh: Mesh;
  42313. /**
  42314. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42315. */
  42316. updateGazeTrackerScale: boolean;
  42317. /**
  42318. * If the gaze trackers color should be updated when selecting meshes
  42319. */
  42320. updateGazeTrackerColor: boolean;
  42321. /**
  42322. * The gaze tracking mesh corresponding to the left controller
  42323. */
  42324. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42325. /**
  42326. * The gaze tracking mesh corresponding to the right controller
  42327. */
  42328. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42329. /**
  42330. * If the ray of the gaze should be displayed.
  42331. */
  42332. /**
  42333. * Sets if the ray of the gaze should be displayed.
  42334. */
  42335. displayGaze: boolean;
  42336. /**
  42337. * If the ray of the LaserPointer should be displayed.
  42338. */
  42339. /**
  42340. * Sets if the ray of the LaserPointer should be displayed.
  42341. */
  42342. displayLaserPointer: boolean;
  42343. /**
  42344. * The deviceOrientationCamera used as the camera when not in VR.
  42345. */
  42346. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42347. /**
  42348. * Based on the current WebVR support, returns the current VR camera used.
  42349. */
  42350. readonly currentVRCamera: Nullable<Camera>;
  42351. /**
  42352. * The webVRCamera which is used when in VR.
  42353. */
  42354. readonly webVRCamera: WebVRFreeCamera;
  42355. /**
  42356. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42357. */
  42358. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42359. /**
  42360. * The html button that is used to trigger entering into VR.
  42361. */
  42362. readonly vrButton: Nullable<HTMLButtonElement>;
  42363. private readonly _teleportationRequestInitiated;
  42364. /**
  42365. * Defines wether or not Pointer lock should be requested when switching to
  42366. * full screen.
  42367. */
  42368. requestPointerLockOnFullScreen: boolean;
  42369. /**
  42370. * Instantiates a VRExperienceHelper.
  42371. * Helps to quickly add VR support to an existing scene.
  42372. * @param scene The scene the VRExperienceHelper belongs to.
  42373. * @param webVROptions Options to modify the vr experience helper's behavior.
  42374. */
  42375. constructor(scene: Scene,
  42376. /** Options to modify the vr experience helper's behavior. */
  42377. webVROptions?: VRExperienceHelperOptions);
  42378. private _onDefaultMeshLoaded;
  42379. private _onResize;
  42380. private _onFullscreenChange;
  42381. /**
  42382. * Gets a value indicating if we are currently in VR mode.
  42383. */
  42384. readonly isInVRMode: boolean;
  42385. private onVrDisplayPresentChange;
  42386. private onVRDisplayChanged;
  42387. private moveButtonToBottomRight;
  42388. private displayVRButton;
  42389. private updateButtonVisibility;
  42390. private _cachedAngularSensibility;
  42391. /**
  42392. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42393. * Otherwise, will use the fullscreen API.
  42394. */
  42395. enterVR(): void;
  42396. /**
  42397. * Attempt to exit VR, or fullscreen.
  42398. */
  42399. exitVR(): void;
  42400. /**
  42401. * The position of the vr experience helper.
  42402. */
  42403. /**
  42404. * Sets the position of the vr experience helper.
  42405. */
  42406. position: Vector3;
  42407. /**
  42408. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42409. */
  42410. enableInteractions(): void;
  42411. private readonly _noControllerIsActive;
  42412. private beforeRender;
  42413. private _isTeleportationFloor;
  42414. /**
  42415. * Adds a floor mesh to be used for teleportation.
  42416. * @param floorMesh the mesh to be used for teleportation.
  42417. */
  42418. addFloorMesh(floorMesh: Mesh): void;
  42419. /**
  42420. * Removes a floor mesh from being used for teleportation.
  42421. * @param floorMesh the mesh to be removed.
  42422. */
  42423. removeFloorMesh(floorMesh: Mesh): void;
  42424. /**
  42425. * Enables interactions and teleportation using the VR controllers and gaze.
  42426. * @param vrTeleportationOptions options to modify teleportation behavior.
  42427. */
  42428. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42429. private _onNewGamepadConnected;
  42430. private _tryEnableInteractionOnController;
  42431. private _onNewGamepadDisconnected;
  42432. private _enableInteractionOnController;
  42433. private _checkTeleportWithRay;
  42434. private _checkRotate;
  42435. private _checkTeleportBackwards;
  42436. private _enableTeleportationOnController;
  42437. private _createTeleportationCircles;
  42438. private _displayTeleportationTarget;
  42439. private _hideTeleportationTarget;
  42440. private _rotateCamera;
  42441. private _moveTeleportationSelectorTo;
  42442. private _workingVector;
  42443. private _workingQuaternion;
  42444. private _workingMatrix;
  42445. /**
  42446. * Teleports the users feet to the desired location
  42447. * @param location The location where the user's feet should be placed
  42448. */
  42449. teleportCamera(location: Vector3): void;
  42450. private _convertNormalToDirectionOfRay;
  42451. private _castRayAndSelectObject;
  42452. private _notifySelectedMeshUnselected;
  42453. /**
  42454. * Sets the color of the laser ray from the vr controllers.
  42455. * @param color new color for the ray.
  42456. */
  42457. changeLaserColor(color: Color3): void;
  42458. /**
  42459. * Sets the color of the ray from the vr headsets gaze.
  42460. * @param color new color for the ray.
  42461. */
  42462. changeGazeColor(color: Color3): void;
  42463. /**
  42464. * Exits VR and disposes of the vr experience helper
  42465. */
  42466. dispose(): void;
  42467. /**
  42468. * Gets the name of the VRExperienceHelper class
  42469. * @returns "VRExperienceHelper"
  42470. */
  42471. getClassName(): string;
  42472. }
  42473. }
  42474. declare module "babylonjs/Cameras/VR/index" {
  42475. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42476. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42477. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42478. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42479. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42480. export * from "babylonjs/Cameras/VR/webVRCamera";
  42481. }
  42482. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42483. import { Observable } from "babylonjs/Misc/observable";
  42484. import { Nullable } from "babylonjs/types";
  42485. import { IDisposable, Scene } from "babylonjs/scene";
  42486. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42487. /**
  42488. * Manages an XRSession to work with Babylon's engine
  42489. * @see https://doc.babylonjs.com/how_to/webxr
  42490. */
  42491. export class WebXRSessionManager implements IDisposable {
  42492. private scene;
  42493. /**
  42494. * Fires every time a new xrFrame arrives which can be used to update the camera
  42495. */
  42496. onXRFrameObservable: Observable<any>;
  42497. /**
  42498. * Fires when the xr session is ended either by the device or manually done
  42499. */
  42500. onXRSessionEnded: Observable<any>;
  42501. /**
  42502. * Underlying xr session
  42503. */
  42504. session: XRSession;
  42505. /**
  42506. * Type of reference space used when creating the session
  42507. */
  42508. referenceSpace: XRReferenceSpace;
  42509. /** @hidden */
  42510. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42511. /**
  42512. * Current XR frame
  42513. */
  42514. currentFrame: Nullable<XRFrame>;
  42515. private _xrNavigator;
  42516. private baseLayer;
  42517. /**
  42518. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42519. * @param scene The scene which the session should be created for
  42520. */
  42521. constructor(scene: Scene);
  42522. /**
  42523. * Initializes the manager
  42524. * After initialization enterXR can be called to start an XR session
  42525. * @returns Promise which resolves after it is initialized
  42526. */
  42527. initializeAsync(): Promise<void>;
  42528. /**
  42529. * Initializes an xr session
  42530. * @param xrSessionMode mode to initialize
  42531. * @returns a promise which will resolve once the session has been initialized
  42532. */
  42533. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42534. /**
  42535. * Sets the reference space on the xr session
  42536. * @param referenceSpace space to set
  42537. * @returns a promise that will resolve once the reference space has been set
  42538. */
  42539. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42540. /**
  42541. * Updates the render state of the session
  42542. * @param state state to set
  42543. * @returns a promise that resolves once the render state has been updated
  42544. */
  42545. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42546. /**
  42547. * Starts rendering to the xr layer
  42548. * @returns a promise that will resolve once rendering has started
  42549. */
  42550. startRenderingToXRAsync(): Promise<void>;
  42551. /**
  42552. * Stops the xrSession and restores the renderloop
  42553. * @returns Promise which resolves after it exits XR
  42554. */
  42555. exitXRAsync(): Promise<unknown>;
  42556. /**
  42557. * Checks if a session would be supported for the creation options specified
  42558. * @param sessionMode session mode to check if supported eg. immersive-vr
  42559. * @returns true if supported
  42560. */
  42561. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42562. /**
  42563. * @hidden
  42564. * Converts the render layer of xrSession to a render target
  42565. * @param session session to create render target for
  42566. * @param scene scene the new render target should be created for
  42567. */
  42568. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42569. /**
  42570. * Disposes of the session manager
  42571. */
  42572. dispose(): void;
  42573. }
  42574. }
  42575. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42576. import { Scene } from "babylonjs/scene";
  42577. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42578. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42579. /**
  42580. * WebXR Camera which holds the views for the xrSession
  42581. * @see https://doc.babylonjs.com/how_to/webxr
  42582. */
  42583. export class WebXRCamera extends FreeCamera {
  42584. private static _TmpMatrix;
  42585. /**
  42586. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42587. * @param name the name of the camera
  42588. * @param scene the scene to add the camera to
  42589. */
  42590. constructor(name: string, scene: Scene);
  42591. private _updateNumberOfRigCameras;
  42592. /** @hidden */
  42593. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42594. /**
  42595. * Updates the cameras position from the current pose information of the XR session
  42596. * @param xrSessionManager the session containing pose information
  42597. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42598. */
  42599. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42600. }
  42601. }
  42602. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42603. import { Nullable } from "babylonjs/types";
  42604. import { IDisposable } from "babylonjs/scene";
  42605. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42606. /**
  42607. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42608. */
  42609. export class WebXRManagedOutputCanvas implements IDisposable {
  42610. private helper;
  42611. private _canvas;
  42612. /**
  42613. * xrpresent context of the canvas which can be used to display/mirror xr content
  42614. */
  42615. canvasContext: WebGLRenderingContext;
  42616. /**
  42617. * xr layer for the canvas
  42618. */
  42619. xrLayer: Nullable<XRWebGLLayer>;
  42620. /**
  42621. * Initializes the xr layer for the session
  42622. * @param xrSession xr session
  42623. * @returns a promise that will resolve once the XR Layer has been created
  42624. */
  42625. initializeXRLayerAsync(xrSession: any): any;
  42626. /**
  42627. * Initializes the canvas to be added/removed upon entering/exiting xr
  42628. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42629. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42630. */
  42631. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42632. /**
  42633. * Disposes of the object
  42634. */
  42635. dispose(): void;
  42636. private _setManagedOutputCanvas;
  42637. private _addCanvas;
  42638. private _removeCanvas;
  42639. }
  42640. }
  42641. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42642. import { Observable } from "babylonjs/Misc/observable";
  42643. import { IDisposable, Scene } from "babylonjs/scene";
  42644. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42645. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42646. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42647. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42648. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42649. /**
  42650. * States of the webXR experience
  42651. */
  42652. export enum WebXRState {
  42653. /**
  42654. * Transitioning to being in XR mode
  42655. */
  42656. ENTERING_XR = 0,
  42657. /**
  42658. * Transitioning to non XR mode
  42659. */
  42660. EXITING_XR = 1,
  42661. /**
  42662. * In XR mode and presenting
  42663. */
  42664. IN_XR = 2,
  42665. /**
  42666. * Not entered XR mode
  42667. */
  42668. NOT_IN_XR = 3
  42669. }
  42670. /**
  42671. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42672. * @see https://doc.babylonjs.com/how_to/webxr
  42673. */
  42674. export class WebXRExperienceHelper implements IDisposable {
  42675. private scene;
  42676. /**
  42677. * 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
  42678. */
  42679. container: AbstractMesh;
  42680. /**
  42681. * Camera used to render xr content
  42682. */
  42683. camera: WebXRCamera;
  42684. /**
  42685. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42686. */
  42687. state: WebXRState;
  42688. private _setState;
  42689. private static _TmpVector;
  42690. /**
  42691. * Fires when the state of the experience helper has changed
  42692. */
  42693. onStateChangedObservable: Observable<WebXRState>;
  42694. /** Session manager used to keep track of xr session */
  42695. sessionManager: WebXRSessionManager;
  42696. private _nonVRCamera;
  42697. private _originalSceneAutoClear;
  42698. private _supported;
  42699. /**
  42700. * Creates the experience helper
  42701. * @param scene the scene to attach the experience helper to
  42702. * @returns a promise for the experience helper
  42703. */
  42704. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42705. /**
  42706. * Creates a WebXRExperienceHelper
  42707. * @param scene The scene the helper should be created in
  42708. */
  42709. private constructor();
  42710. /**
  42711. * Exits XR mode and returns the scene to its original state
  42712. * @returns promise that resolves after xr mode has exited
  42713. */
  42714. exitXRAsync(): Promise<unknown>;
  42715. /**
  42716. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42717. * @param sessionCreationOptions options for the XR session
  42718. * @param referenceSpaceType frame of reference of the XR session
  42719. * @param outputCanvas the output canvas that will be used to enter XR mode
  42720. * @returns promise that resolves after xr mode has entered
  42721. */
  42722. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42723. /**
  42724. * Updates the global position of the camera by moving the camera's container
  42725. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42726. * @param position The desired global position of the camera
  42727. */
  42728. setPositionOfCameraUsingContainer(position: Vector3): void;
  42729. /**
  42730. * Rotates the xr camera by rotating the camera's container around the camera's position
  42731. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42732. * @param rotation the desired quaternion rotation to apply to the camera
  42733. */
  42734. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42735. /**
  42736. * Disposes of the experience helper
  42737. */
  42738. dispose(): void;
  42739. }
  42740. }
  42741. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42742. import { Nullable } from "babylonjs/types";
  42743. import { Observable } from "babylonjs/Misc/observable";
  42744. import { IDisposable, Scene } from "babylonjs/scene";
  42745. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42746. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42747. /**
  42748. * Button which can be used to enter a different mode of XR
  42749. */
  42750. export class WebXREnterExitUIButton {
  42751. /** button element */
  42752. element: HTMLElement;
  42753. /** XR initialization options for the button */
  42754. sessionMode: XRSessionMode;
  42755. /** Reference space type */
  42756. referenceSpaceType: XRReferenceSpaceType;
  42757. /**
  42758. * Creates a WebXREnterExitUIButton
  42759. * @param element button element
  42760. * @param sessionMode XR initialization session mode
  42761. * @param referenceSpaceType the type of reference space to be used
  42762. */
  42763. constructor(
  42764. /** button element */
  42765. element: HTMLElement,
  42766. /** XR initialization options for the button */
  42767. sessionMode: XRSessionMode,
  42768. /** Reference space type */
  42769. referenceSpaceType: XRReferenceSpaceType);
  42770. /**
  42771. * Overwritable function which can be used to update the button's visuals when the state changes
  42772. * @param activeButton the current active button in the UI
  42773. */
  42774. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42775. }
  42776. /**
  42777. * Options to create the webXR UI
  42778. */
  42779. export class WebXREnterExitUIOptions {
  42780. /**
  42781. * Context to enter xr with
  42782. */
  42783. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42784. /**
  42785. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42786. */
  42787. customButtons?: Array<WebXREnterExitUIButton>;
  42788. }
  42789. /**
  42790. * UI to allow the user to enter/exit XR mode
  42791. */
  42792. export class WebXREnterExitUI implements IDisposable {
  42793. private scene;
  42794. private _overlay;
  42795. private _buttons;
  42796. private _activeButton;
  42797. /**
  42798. * Fired every time the active button is changed.
  42799. *
  42800. * When xr is entered via a button that launches xr that button will be the callback parameter
  42801. *
  42802. * When exiting xr the callback parameter will be null)
  42803. */
  42804. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42805. /**
  42806. * Creates UI to allow the user to enter/exit XR mode
  42807. * @param scene the scene to add the ui to
  42808. * @param helper the xr experience helper to enter/exit xr with
  42809. * @param options options to configure the UI
  42810. * @returns the created ui
  42811. */
  42812. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42813. private constructor();
  42814. private _updateButtons;
  42815. /**
  42816. * Disposes of the object
  42817. */
  42818. dispose(): void;
  42819. }
  42820. }
  42821. declare module "babylonjs/Cameras/XR/webXRController" {
  42822. import { Nullable } from "babylonjs/types";
  42823. import { Observable } from "babylonjs/Misc/observable";
  42824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42825. import { Ray } from "babylonjs/Culling/ray";
  42826. import { Scene } from "babylonjs/scene";
  42827. /**
  42828. * Represents an XR input
  42829. */
  42830. export class WebXRController {
  42831. private scene;
  42832. /** The underlying input source for the controller */
  42833. inputSource: XRInputSource;
  42834. private parentContainer;
  42835. /**
  42836. * 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
  42837. */
  42838. grip?: AbstractMesh;
  42839. /**
  42840. * Pointer which can be used to select objects or attach a visible laser to
  42841. */
  42842. pointer: AbstractMesh;
  42843. /**
  42844. * Event that fires when the controller is removed/disposed
  42845. */
  42846. onDisposeObservable: Observable<{}>;
  42847. private _tmpMatrix;
  42848. private _tmpQuaternion;
  42849. private _tmpVector;
  42850. /**
  42851. * Creates the controller
  42852. * @see https://doc.babylonjs.com/how_to/webxr
  42853. * @param scene the scene which the controller should be associated to
  42854. * @param inputSource the underlying input source for the controller
  42855. * @param parentContainer parent that the controller meshes should be children of
  42856. */
  42857. constructor(scene: Scene,
  42858. /** The underlying input source for the controller */
  42859. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42860. /**
  42861. * Updates the controller pose based on the given XRFrame
  42862. * @param xrFrame xr frame to update the pose with
  42863. * @param referenceSpace reference space to use
  42864. */
  42865. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42866. /**
  42867. * Gets a world space ray coming from the controller
  42868. * @param result the resulting ray
  42869. */
  42870. getWorldPointerRayToRef(result: Ray): void;
  42871. /**
  42872. * Disposes of the object
  42873. */
  42874. dispose(): void;
  42875. }
  42876. }
  42877. declare module "babylonjs/Cameras/XR/webXRInput" {
  42878. import { Observable } from "babylonjs/Misc/observable";
  42879. import { IDisposable } from "babylonjs/scene";
  42880. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42881. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42882. /**
  42883. * XR input used to track XR inputs such as controllers/rays
  42884. */
  42885. export class WebXRInput implements IDisposable {
  42886. /**
  42887. * Base experience the input listens to
  42888. */
  42889. baseExperience: WebXRExperienceHelper;
  42890. /**
  42891. * XR controllers being tracked
  42892. */
  42893. controllers: Array<WebXRController>;
  42894. private _frameObserver;
  42895. private _stateObserver;
  42896. /**
  42897. * Event when a controller has been connected/added
  42898. */
  42899. onControllerAddedObservable: Observable<WebXRController>;
  42900. /**
  42901. * Event when a controller has been removed/disconnected
  42902. */
  42903. onControllerRemovedObservable: Observable<WebXRController>;
  42904. /**
  42905. * Initializes the WebXRInput
  42906. * @param baseExperience experience helper which the input should be created for
  42907. */
  42908. constructor(
  42909. /**
  42910. * Base experience the input listens to
  42911. */
  42912. baseExperience: WebXRExperienceHelper);
  42913. private _onInputSourcesChange;
  42914. private _addAndRemoveControllers;
  42915. /**
  42916. * Disposes of the object
  42917. */
  42918. dispose(): void;
  42919. }
  42920. }
  42921. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42922. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42923. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42924. /**
  42925. * Enables teleportation
  42926. */
  42927. export class WebXRControllerTeleportation {
  42928. private _teleportationFillColor;
  42929. private _teleportationBorderColor;
  42930. private _tmpRay;
  42931. private _tmpVector;
  42932. /**
  42933. * Creates a WebXRControllerTeleportation
  42934. * @param input input manager to add teleportation to
  42935. * @param floorMeshes floormeshes which can be teleported to
  42936. */
  42937. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42938. }
  42939. }
  42940. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42941. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42942. /**
  42943. * Handles pointer input automatically for the pointer of XR controllers
  42944. */
  42945. export class WebXRControllerPointerSelection {
  42946. private static _idCounter;
  42947. private _tmpRay;
  42948. /**
  42949. * Creates a WebXRControllerPointerSelection
  42950. * @param input input manager to setup pointer selection
  42951. */
  42952. constructor(input: WebXRInput);
  42953. private _convertNormalToDirectionOfRay;
  42954. private _updatePointerDistance;
  42955. }
  42956. }
  42957. declare module "babylonjs/Loading/sceneLoader" {
  42958. import { Observable } from "babylonjs/Misc/observable";
  42959. import { Nullable } from "babylonjs/types";
  42960. import { Scene } from "babylonjs/scene";
  42961. import { Engine } from "babylonjs/Engines/engine";
  42962. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42963. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42964. import { AssetContainer } from "babylonjs/assetContainer";
  42965. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42966. import { Skeleton } from "babylonjs/Bones/skeleton";
  42967. /**
  42968. * Class used to represent data loading progression
  42969. */
  42970. export class SceneLoaderProgressEvent {
  42971. /** defines if data length to load can be evaluated */
  42972. readonly lengthComputable: boolean;
  42973. /** defines the loaded data length */
  42974. readonly loaded: number;
  42975. /** defines the data length to load */
  42976. readonly total: number;
  42977. /**
  42978. * Create a new progress event
  42979. * @param lengthComputable defines if data length to load can be evaluated
  42980. * @param loaded defines the loaded data length
  42981. * @param total defines the data length to load
  42982. */
  42983. constructor(
  42984. /** defines if data length to load can be evaluated */
  42985. lengthComputable: boolean,
  42986. /** defines the loaded data length */
  42987. loaded: number,
  42988. /** defines the data length to load */
  42989. total: number);
  42990. /**
  42991. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42992. * @param event defines the source event
  42993. * @returns a new SceneLoaderProgressEvent
  42994. */
  42995. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42996. }
  42997. /**
  42998. * Interface used by SceneLoader plugins to define supported file extensions
  42999. */
  43000. export interface ISceneLoaderPluginExtensions {
  43001. /**
  43002. * Defines the list of supported extensions
  43003. */
  43004. [extension: string]: {
  43005. isBinary: boolean;
  43006. };
  43007. }
  43008. /**
  43009. * Interface used by SceneLoader plugin factory
  43010. */
  43011. export interface ISceneLoaderPluginFactory {
  43012. /**
  43013. * Defines the name of the factory
  43014. */
  43015. name: string;
  43016. /**
  43017. * Function called to create a new plugin
  43018. * @return the new plugin
  43019. */
  43020. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43021. /**
  43022. * Boolean indicating if the plugin can direct load specific data
  43023. */
  43024. canDirectLoad?: (data: string) => boolean;
  43025. }
  43026. /**
  43027. * Interface used to define a SceneLoader plugin
  43028. */
  43029. export interface ISceneLoaderPlugin {
  43030. /**
  43031. * The friendly name of this plugin.
  43032. */
  43033. name: string;
  43034. /**
  43035. * The file extensions supported by this plugin.
  43036. */
  43037. extensions: string | ISceneLoaderPluginExtensions;
  43038. /**
  43039. * Import meshes into a scene.
  43040. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43041. * @param scene The scene to import into
  43042. * @param data The data to import
  43043. * @param rootUrl The root url for scene and resources
  43044. * @param meshes The meshes array to import into
  43045. * @param particleSystems The particle systems array to import into
  43046. * @param skeletons The skeletons array to import into
  43047. * @param onError The callback when import fails
  43048. * @returns True if successful or false otherwise
  43049. */
  43050. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43051. /**
  43052. * Load into a scene.
  43053. * @param scene The scene to load into
  43054. * @param data The data to import
  43055. * @param rootUrl The root url for scene and resources
  43056. * @param onError The callback when import fails
  43057. * @returns true if successful or false otherwise
  43058. */
  43059. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43060. /**
  43061. * The callback that returns true if the data can be directly loaded.
  43062. */
  43063. canDirectLoad?: (data: string) => boolean;
  43064. /**
  43065. * The callback that allows custom handling of the root url based on the response url.
  43066. */
  43067. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43068. /**
  43069. * Load into an asset container.
  43070. * @param scene The scene to load into
  43071. * @param data The data to import
  43072. * @param rootUrl The root url for scene and resources
  43073. * @param onError The callback when import fails
  43074. * @returns The loaded asset container
  43075. */
  43076. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43077. }
  43078. /**
  43079. * Interface used to define an async SceneLoader plugin
  43080. */
  43081. export interface ISceneLoaderPluginAsync {
  43082. /**
  43083. * The friendly name of this plugin.
  43084. */
  43085. name: string;
  43086. /**
  43087. * The file extensions supported by this plugin.
  43088. */
  43089. extensions: string | ISceneLoaderPluginExtensions;
  43090. /**
  43091. * Import meshes into a scene.
  43092. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43093. * @param scene The scene to import into
  43094. * @param data The data to import
  43095. * @param rootUrl The root url for scene and resources
  43096. * @param onProgress The callback when the load progresses
  43097. * @param fileName Defines the name of the file to load
  43098. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43099. */
  43100. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43101. meshes: AbstractMesh[];
  43102. particleSystems: IParticleSystem[];
  43103. skeletons: Skeleton[];
  43104. animationGroups: AnimationGroup[];
  43105. }>;
  43106. /**
  43107. * Load into a scene.
  43108. * @param scene The scene to load into
  43109. * @param data The data to import
  43110. * @param rootUrl The root url for scene and resources
  43111. * @param onProgress The callback when the load progresses
  43112. * @param fileName Defines the name of the file to load
  43113. * @returns Nothing
  43114. */
  43115. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43116. /**
  43117. * The callback that returns true if the data can be directly loaded.
  43118. */
  43119. canDirectLoad?: (data: string) => boolean;
  43120. /**
  43121. * The callback that allows custom handling of the root url based on the response url.
  43122. */
  43123. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43124. /**
  43125. * Load into an asset container.
  43126. * @param scene The scene to load into
  43127. * @param data The data to import
  43128. * @param rootUrl The root url for scene and resources
  43129. * @param onProgress The callback when the load progresses
  43130. * @param fileName Defines the name of the file to load
  43131. * @returns The loaded asset container
  43132. */
  43133. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43134. }
  43135. /**
  43136. * Class used to load scene from various file formats using registered plugins
  43137. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43138. */
  43139. export class SceneLoader {
  43140. /**
  43141. * No logging while loading
  43142. */
  43143. static readonly NO_LOGGING: number;
  43144. /**
  43145. * Minimal logging while loading
  43146. */
  43147. static readonly MINIMAL_LOGGING: number;
  43148. /**
  43149. * Summary logging while loading
  43150. */
  43151. static readonly SUMMARY_LOGGING: number;
  43152. /**
  43153. * Detailled logging while loading
  43154. */
  43155. static readonly DETAILED_LOGGING: number;
  43156. /**
  43157. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43158. */
  43159. static ForceFullSceneLoadingForIncremental: boolean;
  43160. /**
  43161. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43162. */
  43163. static ShowLoadingScreen: boolean;
  43164. /**
  43165. * Defines the current logging level (while loading the scene)
  43166. * @ignorenaming
  43167. */
  43168. static loggingLevel: number;
  43169. /**
  43170. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43171. */
  43172. static CleanBoneMatrixWeights: boolean;
  43173. /**
  43174. * Event raised when a plugin is used to load a scene
  43175. */
  43176. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43177. private static _registeredPlugins;
  43178. private static _getDefaultPlugin;
  43179. private static _getPluginForExtension;
  43180. private static _getPluginForDirectLoad;
  43181. private static _getPluginForFilename;
  43182. private static _getDirectLoad;
  43183. private static _loadData;
  43184. private static _getFileInfo;
  43185. /**
  43186. * Gets a plugin that can load the given extension
  43187. * @param extension defines the extension to load
  43188. * @returns a plugin or null if none works
  43189. */
  43190. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43191. /**
  43192. * Gets a boolean indicating that the given extension can be loaded
  43193. * @param extension defines the extension to load
  43194. * @returns true if the extension is supported
  43195. */
  43196. static IsPluginForExtensionAvailable(extension: string): boolean;
  43197. /**
  43198. * Adds a new plugin to the list of registered plugins
  43199. * @param plugin defines the plugin to add
  43200. */
  43201. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43202. /**
  43203. * Import meshes into a scene
  43204. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43205. * @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)
  43206. * @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)
  43207. * @param scene the instance of BABYLON.Scene to append to
  43208. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43209. * @param onProgress a callback with a progress event for each file being loaded
  43210. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43211. * @param pluginExtension the extension used to determine the plugin
  43212. * @returns The loaded plugin
  43213. */
  43214. 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>;
  43215. /**
  43216. * Import meshes into a scene
  43217. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43218. * @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)
  43219. * @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)
  43220. * @param scene the instance of BABYLON.Scene to append to
  43221. * @param onProgress a callback with a progress event for each file being loaded
  43222. * @param pluginExtension the extension used to determine the plugin
  43223. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43224. */
  43225. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43226. meshes: AbstractMesh[];
  43227. particleSystems: IParticleSystem[];
  43228. skeletons: Skeleton[];
  43229. animationGroups: AnimationGroup[];
  43230. }>;
  43231. /**
  43232. * Load a scene
  43233. * @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)
  43234. * @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)
  43235. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43236. * @param onSuccess a callback with the scene when import succeeds
  43237. * @param onProgress a callback with a progress event for each file being loaded
  43238. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43239. * @param pluginExtension the extension used to determine the plugin
  43240. * @returns The loaded plugin
  43241. */
  43242. 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>;
  43243. /**
  43244. * Load a scene
  43245. * @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)
  43246. * @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)
  43247. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43248. * @param onProgress a callback with a progress event for each file being loaded
  43249. * @param pluginExtension the extension used to determine the plugin
  43250. * @returns The loaded scene
  43251. */
  43252. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43253. /**
  43254. * Append a scene
  43255. * @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)
  43256. * @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)
  43257. * @param scene is the instance of BABYLON.Scene to append to
  43258. * @param onSuccess a callback with the scene when import succeeds
  43259. * @param onProgress a callback with a progress event for each file being loaded
  43260. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43261. * @param pluginExtension the extension used to determine the plugin
  43262. * @returns The loaded plugin
  43263. */
  43264. 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>;
  43265. /**
  43266. * Append a scene
  43267. * @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)
  43268. * @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)
  43269. * @param scene is the instance of BABYLON.Scene to append to
  43270. * @param onProgress a callback with a progress event for each file being loaded
  43271. * @param pluginExtension the extension used to determine the plugin
  43272. * @returns The given scene
  43273. */
  43274. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43275. /**
  43276. * Load a scene into an asset container
  43277. * @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)
  43278. * @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)
  43279. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43280. * @param onSuccess a callback with the scene when import succeeds
  43281. * @param onProgress a callback with a progress event for each file being loaded
  43282. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43283. * @param pluginExtension the extension used to determine the plugin
  43284. * @returns The loaded plugin
  43285. */
  43286. 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>;
  43287. /**
  43288. * Load a scene into an asset container
  43289. * @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)
  43290. * @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)
  43291. * @param scene is the instance of Scene to append to
  43292. * @param onProgress a callback with a progress event for each file being loaded
  43293. * @param pluginExtension the extension used to determine the plugin
  43294. * @returns The loaded asset container
  43295. */
  43296. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43297. }
  43298. }
  43299. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43300. import { Scene } from "babylonjs/scene";
  43301. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43302. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43303. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43304. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43305. /**
  43306. * Generic Controller
  43307. */
  43308. export class GenericController extends WebVRController {
  43309. /**
  43310. * Base Url for the controller model.
  43311. */
  43312. static readonly MODEL_BASE_URL: string;
  43313. /**
  43314. * File name for the controller model.
  43315. */
  43316. static readonly MODEL_FILENAME: string;
  43317. /**
  43318. * Creates a new GenericController from a gamepad
  43319. * @param vrGamepad the gamepad that the controller should be created from
  43320. */
  43321. constructor(vrGamepad: any);
  43322. /**
  43323. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43324. * @param scene scene in which to add meshes
  43325. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43326. */
  43327. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43328. /**
  43329. * Called once for each button that changed state since the last frame
  43330. * @param buttonIdx Which button index changed
  43331. * @param state New state of the button
  43332. * @param changes Which properties on the state changed since last frame
  43333. */
  43334. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43335. }
  43336. }
  43337. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43338. import { Observable } from "babylonjs/Misc/observable";
  43339. import { Scene } from "babylonjs/scene";
  43340. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43341. import { Ray } from "babylonjs/Culling/ray";
  43342. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43343. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43344. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43345. /**
  43346. * Defines the WindowsMotionController object that the state of the windows motion controller
  43347. */
  43348. export class WindowsMotionController extends WebVRController {
  43349. /**
  43350. * The base url used to load the left and right controller models
  43351. */
  43352. static MODEL_BASE_URL: string;
  43353. /**
  43354. * The name of the left controller model file
  43355. */
  43356. static MODEL_LEFT_FILENAME: string;
  43357. /**
  43358. * The name of the right controller model file
  43359. */
  43360. static MODEL_RIGHT_FILENAME: string;
  43361. /**
  43362. * The controller name prefix for this controller type
  43363. */
  43364. static readonly GAMEPAD_ID_PREFIX: string;
  43365. /**
  43366. * The controller id pattern for this controller type
  43367. */
  43368. private static readonly GAMEPAD_ID_PATTERN;
  43369. private _loadedMeshInfo;
  43370. private readonly _mapping;
  43371. /**
  43372. * Fired when the trackpad on this controller is clicked
  43373. */
  43374. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43375. /**
  43376. * Fired when the trackpad on this controller is modified
  43377. */
  43378. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43379. /**
  43380. * The current x and y values of this controller's trackpad
  43381. */
  43382. trackpad: StickValues;
  43383. /**
  43384. * Creates a new WindowsMotionController from a gamepad
  43385. * @param vrGamepad the gamepad that the controller should be created from
  43386. */
  43387. constructor(vrGamepad: any);
  43388. /**
  43389. * Fired when the trigger on this controller is modified
  43390. */
  43391. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43392. /**
  43393. * Fired when the menu button on this controller is modified
  43394. */
  43395. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43396. /**
  43397. * Fired when the grip button on this controller is modified
  43398. */
  43399. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43400. /**
  43401. * Fired when the thumbstick button on this controller is modified
  43402. */
  43403. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43404. /**
  43405. * Fired when the touchpad button on this controller is modified
  43406. */
  43407. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43408. /**
  43409. * Fired when the touchpad values on this controller are modified
  43410. */
  43411. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43412. private _updateTrackpad;
  43413. /**
  43414. * Called once per frame by the engine.
  43415. */
  43416. update(): void;
  43417. /**
  43418. * Called once for each button that changed state since the last frame
  43419. * @param buttonIdx Which button index changed
  43420. * @param state New state of the button
  43421. * @param changes Which properties on the state changed since last frame
  43422. */
  43423. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43424. /**
  43425. * Moves the buttons on the controller mesh based on their current state
  43426. * @param buttonName the name of the button to move
  43427. * @param buttonValue the value of the button which determines the buttons new position
  43428. */
  43429. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43430. /**
  43431. * Moves the axis on the controller mesh based on its current state
  43432. * @param axis the index of the axis
  43433. * @param axisValue the value of the axis which determines the meshes new position
  43434. * @hidden
  43435. */
  43436. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43437. /**
  43438. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43439. * @param scene scene in which to add meshes
  43440. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43441. */
  43442. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43443. /**
  43444. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43445. * can be transformed by button presses and axes values, based on this._mapping.
  43446. *
  43447. * @param scene scene in which the meshes exist
  43448. * @param meshes list of meshes that make up the controller model to process
  43449. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43450. */
  43451. private processModel;
  43452. private createMeshInfo;
  43453. /**
  43454. * Gets the ray of the controller in the direction the controller is pointing
  43455. * @param length the length the resulting ray should be
  43456. * @returns a ray in the direction the controller is pointing
  43457. */
  43458. getForwardRay(length?: number): Ray;
  43459. /**
  43460. * Disposes of the controller
  43461. */
  43462. dispose(): void;
  43463. }
  43464. }
  43465. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43466. import { Observable } from "babylonjs/Misc/observable";
  43467. import { Scene } from "babylonjs/scene";
  43468. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43469. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43470. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43471. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43472. /**
  43473. * Oculus Touch Controller
  43474. */
  43475. export class OculusTouchController extends WebVRController {
  43476. /**
  43477. * Base Url for the controller model.
  43478. */
  43479. static MODEL_BASE_URL: string;
  43480. /**
  43481. * File name for the left controller model.
  43482. */
  43483. static MODEL_LEFT_FILENAME: string;
  43484. /**
  43485. * File name for the right controller model.
  43486. */
  43487. static MODEL_RIGHT_FILENAME: string;
  43488. /**
  43489. * Base Url for the Quest controller model.
  43490. */
  43491. static QUEST_MODEL_BASE_URL: string;
  43492. /**
  43493. * @hidden
  43494. * If the controllers are running on a device that needs the updated Quest controller models
  43495. */
  43496. static _IsQuest: boolean;
  43497. /**
  43498. * Fired when the secondary trigger on this controller is modified
  43499. */
  43500. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43501. /**
  43502. * Fired when the thumb rest on this controller is modified
  43503. */
  43504. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43505. /**
  43506. * Creates a new OculusTouchController from a gamepad
  43507. * @param vrGamepad the gamepad that the controller should be created from
  43508. */
  43509. constructor(vrGamepad: any);
  43510. /**
  43511. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43512. * @param scene scene in which to add meshes
  43513. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43514. */
  43515. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43516. /**
  43517. * Fired when the A button on this controller is modified
  43518. */
  43519. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43520. /**
  43521. * Fired when the B button on this controller is modified
  43522. */
  43523. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43524. /**
  43525. * Fired when the X button on this controller is modified
  43526. */
  43527. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43528. /**
  43529. * Fired when the Y button on this controller is modified
  43530. */
  43531. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43532. /**
  43533. * Called once for each button that changed state since the last frame
  43534. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43535. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43536. * 2) secondary trigger (same)
  43537. * 3) A (right) X (left), touch, pressed = value
  43538. * 4) B / Y
  43539. * 5) thumb rest
  43540. * @param buttonIdx Which button index changed
  43541. * @param state New state of the button
  43542. * @param changes Which properties on the state changed since last frame
  43543. */
  43544. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43545. }
  43546. }
  43547. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43548. import { Scene } from "babylonjs/scene";
  43549. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43550. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43551. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43552. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43553. import { Observable } from "babylonjs/Misc/observable";
  43554. /**
  43555. * Vive Controller
  43556. */
  43557. export class ViveController extends WebVRController {
  43558. /**
  43559. * Base Url for the controller model.
  43560. */
  43561. static MODEL_BASE_URL: string;
  43562. /**
  43563. * File name for the controller model.
  43564. */
  43565. static MODEL_FILENAME: string;
  43566. /**
  43567. * Creates a new ViveController from a gamepad
  43568. * @param vrGamepad the gamepad that the controller should be created from
  43569. */
  43570. constructor(vrGamepad: any);
  43571. /**
  43572. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43573. * @param scene scene in which to add meshes
  43574. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43575. */
  43576. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43577. /**
  43578. * Fired when the left button on this controller is modified
  43579. */
  43580. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43581. /**
  43582. * Fired when the right button on this controller is modified
  43583. */
  43584. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43585. /**
  43586. * Fired when the menu button on this controller is modified
  43587. */
  43588. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43589. /**
  43590. * Called once for each button that changed state since the last frame
  43591. * Vive mapping:
  43592. * 0: touchpad
  43593. * 1: trigger
  43594. * 2: left AND right buttons
  43595. * 3: menu button
  43596. * @param buttonIdx Which button index changed
  43597. * @param state New state of the button
  43598. * @param changes Which properties on the state changed since last frame
  43599. */
  43600. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43601. }
  43602. }
  43603. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43604. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43605. /**
  43606. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43607. */
  43608. export class WebXRControllerModelLoader {
  43609. /**
  43610. * Creates the WebXRControllerModelLoader
  43611. * @param input xr input that creates the controllers
  43612. */
  43613. constructor(input: WebXRInput);
  43614. }
  43615. }
  43616. declare module "babylonjs/Cameras/XR/index" {
  43617. export * from "babylonjs/Cameras/XR/webXRCamera";
  43618. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43619. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43620. export * from "babylonjs/Cameras/XR/webXRInput";
  43621. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43622. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43623. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43624. export * from "babylonjs/Cameras/XR/webXRController";
  43625. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43626. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43627. }
  43628. declare module "babylonjs/Cameras/RigModes/index" {
  43629. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43630. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43631. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43632. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43633. }
  43634. declare module "babylonjs/Cameras/index" {
  43635. export * from "babylonjs/Cameras/Inputs/index";
  43636. export * from "babylonjs/Cameras/cameraInputsManager";
  43637. export * from "babylonjs/Cameras/camera";
  43638. export * from "babylonjs/Cameras/targetCamera";
  43639. export * from "babylonjs/Cameras/freeCamera";
  43640. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43641. export * from "babylonjs/Cameras/touchCamera";
  43642. export * from "babylonjs/Cameras/arcRotateCamera";
  43643. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43644. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43645. export * from "babylonjs/Cameras/flyCamera";
  43646. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43647. export * from "babylonjs/Cameras/followCamera";
  43648. export * from "babylonjs/Cameras/gamepadCamera";
  43649. export * from "babylonjs/Cameras/Stereoscopic/index";
  43650. export * from "babylonjs/Cameras/universalCamera";
  43651. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43652. export * from "babylonjs/Cameras/VR/index";
  43653. export * from "babylonjs/Cameras/XR/index";
  43654. export * from "babylonjs/Cameras/RigModes/index";
  43655. }
  43656. declare module "babylonjs/Collisions/index" {
  43657. export * from "babylonjs/Collisions/collider";
  43658. export * from "babylonjs/Collisions/collisionCoordinator";
  43659. export * from "babylonjs/Collisions/pickingInfo";
  43660. export * from "babylonjs/Collisions/intersectionInfo";
  43661. export * from "babylonjs/Collisions/meshCollisionData";
  43662. }
  43663. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43664. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43665. import { Vector3 } from "babylonjs/Maths/math.vector";
  43666. import { Ray } from "babylonjs/Culling/ray";
  43667. import { Plane } from "babylonjs/Maths/math.plane";
  43668. /**
  43669. * Contains an array of blocks representing the octree
  43670. */
  43671. export interface IOctreeContainer<T> {
  43672. /**
  43673. * Blocks within the octree
  43674. */
  43675. blocks: Array<OctreeBlock<T>>;
  43676. }
  43677. /**
  43678. * Class used to store a cell in an octree
  43679. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43680. */
  43681. export class OctreeBlock<T> {
  43682. /**
  43683. * Gets the content of the current block
  43684. */
  43685. entries: T[];
  43686. /**
  43687. * Gets the list of block children
  43688. */
  43689. blocks: Array<OctreeBlock<T>>;
  43690. private _depth;
  43691. private _maxDepth;
  43692. private _capacity;
  43693. private _minPoint;
  43694. private _maxPoint;
  43695. private _boundingVectors;
  43696. private _creationFunc;
  43697. /**
  43698. * Creates a new block
  43699. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43700. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43701. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43702. * @param depth defines the current depth of this block in the octree
  43703. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43704. * @param creationFunc defines a callback to call when an element is added to the block
  43705. */
  43706. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43707. /**
  43708. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43709. */
  43710. readonly capacity: number;
  43711. /**
  43712. * Gets the minimum vector (in world space) of the block's bounding box
  43713. */
  43714. readonly minPoint: Vector3;
  43715. /**
  43716. * Gets the maximum vector (in world space) of the block's bounding box
  43717. */
  43718. readonly maxPoint: Vector3;
  43719. /**
  43720. * Add a new element to this block
  43721. * @param entry defines the element to add
  43722. */
  43723. addEntry(entry: T): void;
  43724. /**
  43725. * Remove an element from this block
  43726. * @param entry defines the element to remove
  43727. */
  43728. removeEntry(entry: T): void;
  43729. /**
  43730. * Add an array of elements to this block
  43731. * @param entries defines the array of elements to add
  43732. */
  43733. addEntries(entries: T[]): void;
  43734. /**
  43735. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43736. * @param frustumPlanes defines the frustum planes to test
  43737. * @param selection defines the array to store current content if selection is positive
  43738. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43739. */
  43740. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43741. /**
  43742. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43743. * @param sphereCenter defines the bounding sphere center
  43744. * @param sphereRadius defines the bounding sphere radius
  43745. * @param selection defines the array to store current content if selection is positive
  43746. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43747. */
  43748. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43749. /**
  43750. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43751. * @param ray defines the ray to test with
  43752. * @param selection defines the array to store current content if selection is positive
  43753. */
  43754. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43755. /**
  43756. * Subdivide the content into child blocks (this block will then be empty)
  43757. */
  43758. createInnerBlocks(): void;
  43759. /**
  43760. * @hidden
  43761. */
  43762. 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;
  43763. }
  43764. }
  43765. declare module "babylonjs/Culling/Octrees/octree" {
  43766. import { SmartArray } from "babylonjs/Misc/smartArray";
  43767. import { Vector3 } from "babylonjs/Maths/math.vector";
  43768. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43769. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43770. import { Ray } from "babylonjs/Culling/ray";
  43771. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43772. import { Plane } from "babylonjs/Maths/math.plane";
  43773. /**
  43774. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43775. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43776. */
  43777. export class Octree<T> {
  43778. /** 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.) */
  43779. maxDepth: number;
  43780. /**
  43781. * Blocks within the octree containing objects
  43782. */
  43783. blocks: Array<OctreeBlock<T>>;
  43784. /**
  43785. * Content stored in the octree
  43786. */
  43787. dynamicContent: T[];
  43788. private _maxBlockCapacity;
  43789. private _selectionContent;
  43790. private _creationFunc;
  43791. /**
  43792. * Creates a octree
  43793. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43794. * @param creationFunc function to be used to instatiate the octree
  43795. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43796. * @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.)
  43797. */
  43798. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43799. /** 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.) */
  43800. maxDepth?: number);
  43801. /**
  43802. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43803. * @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);
  43804. * @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);
  43805. * @param entries meshes to be added to the octree blocks
  43806. */
  43807. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43808. /**
  43809. * Adds a mesh to the octree
  43810. * @param entry Mesh to add to the octree
  43811. */
  43812. addMesh(entry: T): void;
  43813. /**
  43814. * Remove an element from the octree
  43815. * @param entry defines the element to remove
  43816. */
  43817. removeMesh(entry: T): void;
  43818. /**
  43819. * Selects an array of meshes within the frustum
  43820. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43821. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43822. * @returns array of meshes within the frustum
  43823. */
  43824. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43825. /**
  43826. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43827. * @param sphereCenter defines the bounding sphere center
  43828. * @param sphereRadius defines the bounding sphere radius
  43829. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43830. * @returns an array of objects that intersect the sphere
  43831. */
  43832. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43833. /**
  43834. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43835. * @param ray defines the ray to test with
  43836. * @returns array of intersected objects
  43837. */
  43838. intersectsRay(ray: Ray): SmartArray<T>;
  43839. /**
  43840. * Adds a mesh into the octree block if it intersects the block
  43841. */
  43842. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43843. /**
  43844. * Adds a submesh into the octree block if it intersects the block
  43845. */
  43846. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43847. }
  43848. }
  43849. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43850. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43851. import { Scene } from "babylonjs/scene";
  43852. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43853. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43854. import { Ray } from "babylonjs/Culling/ray";
  43855. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43856. import { Collider } from "babylonjs/Collisions/collider";
  43857. module "babylonjs/scene" {
  43858. interface Scene {
  43859. /**
  43860. * @hidden
  43861. * Backing Filed
  43862. */
  43863. _selectionOctree: Octree<AbstractMesh>;
  43864. /**
  43865. * Gets the octree used to boost mesh selection (picking)
  43866. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43867. */
  43868. selectionOctree: Octree<AbstractMesh>;
  43869. /**
  43870. * Creates or updates the octree used to boost selection (picking)
  43871. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43872. * @param maxCapacity defines the maximum capacity per leaf
  43873. * @param maxDepth defines the maximum depth of the octree
  43874. * @returns an octree of AbstractMesh
  43875. */
  43876. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43877. }
  43878. }
  43879. module "babylonjs/Meshes/abstractMesh" {
  43880. interface AbstractMesh {
  43881. /**
  43882. * @hidden
  43883. * Backing Field
  43884. */
  43885. _submeshesOctree: Octree<SubMesh>;
  43886. /**
  43887. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43888. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43889. * @param maxCapacity defines the maximum size of each block (64 by default)
  43890. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43891. * @returns the new octree
  43892. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43893. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43894. */
  43895. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43896. }
  43897. }
  43898. /**
  43899. * Defines the octree scene component responsible to manage any octrees
  43900. * in a given scene.
  43901. */
  43902. export class OctreeSceneComponent {
  43903. /**
  43904. * The component name help to identify the component in the list of scene components.
  43905. */
  43906. readonly name: string;
  43907. /**
  43908. * The scene the component belongs to.
  43909. */
  43910. scene: Scene;
  43911. /**
  43912. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43913. */
  43914. readonly checksIsEnabled: boolean;
  43915. /**
  43916. * Creates a new instance of the component for the given scene
  43917. * @param scene Defines the scene to register the component in
  43918. */
  43919. constructor(scene: Scene);
  43920. /**
  43921. * Registers the component in a given scene
  43922. */
  43923. register(): void;
  43924. /**
  43925. * Return the list of active meshes
  43926. * @returns the list of active meshes
  43927. */
  43928. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43929. /**
  43930. * Return the list of active sub meshes
  43931. * @param mesh The mesh to get the candidates sub meshes from
  43932. * @returns the list of active sub meshes
  43933. */
  43934. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43935. private _tempRay;
  43936. /**
  43937. * Return the list of sub meshes intersecting with a given local ray
  43938. * @param mesh defines the mesh to find the submesh for
  43939. * @param localRay defines the ray in local space
  43940. * @returns the list of intersecting sub meshes
  43941. */
  43942. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43943. /**
  43944. * Return the list of sub meshes colliding with a collider
  43945. * @param mesh defines the mesh to find the submesh for
  43946. * @param collider defines the collider to evaluate the collision against
  43947. * @returns the list of colliding sub meshes
  43948. */
  43949. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43950. /**
  43951. * Rebuilds the elements related to this component in case of
  43952. * context lost for instance.
  43953. */
  43954. rebuild(): void;
  43955. /**
  43956. * Disposes the component and the associated ressources.
  43957. */
  43958. dispose(): void;
  43959. }
  43960. }
  43961. declare module "babylonjs/Culling/Octrees/index" {
  43962. export * from "babylonjs/Culling/Octrees/octree";
  43963. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43964. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43965. }
  43966. declare module "babylonjs/Culling/index" {
  43967. export * from "babylonjs/Culling/boundingBox";
  43968. export * from "babylonjs/Culling/boundingInfo";
  43969. export * from "babylonjs/Culling/boundingSphere";
  43970. export * from "babylonjs/Culling/Octrees/index";
  43971. export * from "babylonjs/Culling/ray";
  43972. }
  43973. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43974. import { IDisposable, Scene } from "babylonjs/scene";
  43975. import { Nullable } from "babylonjs/types";
  43976. import { Observable } from "babylonjs/Misc/observable";
  43977. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43978. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43979. import { Camera } from "babylonjs/Cameras/camera";
  43980. /**
  43981. * Renders a layer on top of an existing scene
  43982. */
  43983. export class UtilityLayerRenderer implements IDisposable {
  43984. /** the original scene that will be rendered on top of */
  43985. originalScene: Scene;
  43986. private _pointerCaptures;
  43987. private _lastPointerEvents;
  43988. private static _DefaultUtilityLayer;
  43989. private static _DefaultKeepDepthUtilityLayer;
  43990. private _sharedGizmoLight;
  43991. private _renderCamera;
  43992. /**
  43993. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43994. * @returns the camera that is used when rendering the utility layer
  43995. */
  43996. getRenderCamera(): Nullable<Camera>;
  43997. /**
  43998. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43999. * @param cam the camera that should be used when rendering the utility layer
  44000. */
  44001. setRenderCamera(cam: Nullable<Camera>): void;
  44002. /**
  44003. * @hidden
  44004. * Light which used by gizmos to get light shading
  44005. */
  44006. _getSharedGizmoLight(): HemisphericLight;
  44007. /**
  44008. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44009. */
  44010. pickUtilitySceneFirst: boolean;
  44011. /**
  44012. * 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)
  44013. */
  44014. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44015. /**
  44016. * 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)
  44017. */
  44018. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44019. /**
  44020. * The scene that is rendered on top of the original scene
  44021. */
  44022. utilityLayerScene: Scene;
  44023. /**
  44024. * If the utility layer should automatically be rendered on top of existing scene
  44025. */
  44026. shouldRender: boolean;
  44027. /**
  44028. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44029. */
  44030. onlyCheckPointerDownEvents: boolean;
  44031. /**
  44032. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44033. */
  44034. processAllEvents: boolean;
  44035. /**
  44036. * Observable raised when the pointer move from the utility layer scene to the main scene
  44037. */
  44038. onPointerOutObservable: Observable<number>;
  44039. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44040. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44041. private _afterRenderObserver;
  44042. private _sceneDisposeObserver;
  44043. private _originalPointerObserver;
  44044. /**
  44045. * Instantiates a UtilityLayerRenderer
  44046. * @param originalScene the original scene that will be rendered on top of
  44047. * @param handleEvents boolean indicating if the utility layer should handle events
  44048. */
  44049. constructor(
  44050. /** the original scene that will be rendered on top of */
  44051. originalScene: Scene, handleEvents?: boolean);
  44052. private _notifyObservers;
  44053. /**
  44054. * Renders the utility layers scene on top of the original scene
  44055. */
  44056. render(): void;
  44057. /**
  44058. * Disposes of the renderer
  44059. */
  44060. dispose(): void;
  44061. private _updateCamera;
  44062. }
  44063. }
  44064. declare module "babylonjs/Gizmos/gizmo" {
  44065. import { Nullable } from "babylonjs/types";
  44066. import { IDisposable } from "babylonjs/scene";
  44067. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44068. import { Mesh } from "babylonjs/Meshes/mesh";
  44069. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44070. /**
  44071. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44072. */
  44073. export class Gizmo implements IDisposable {
  44074. /** The utility layer the gizmo will be added to */
  44075. gizmoLayer: UtilityLayerRenderer;
  44076. /**
  44077. * The root mesh of the gizmo
  44078. */
  44079. _rootMesh: Mesh;
  44080. private _attachedMesh;
  44081. /**
  44082. * Ratio for the scale of the gizmo (Default: 1)
  44083. */
  44084. scaleRatio: number;
  44085. /**
  44086. * If a custom mesh has been set (Default: false)
  44087. */
  44088. protected _customMeshSet: boolean;
  44089. /**
  44090. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44091. * * When set, interactions will be enabled
  44092. */
  44093. attachedMesh: Nullable<AbstractMesh>;
  44094. /**
  44095. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44096. * @param mesh The mesh to replace the default mesh of the gizmo
  44097. */
  44098. setCustomMesh(mesh: Mesh): void;
  44099. /**
  44100. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44101. */
  44102. updateGizmoRotationToMatchAttachedMesh: boolean;
  44103. /**
  44104. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44105. */
  44106. updateGizmoPositionToMatchAttachedMesh: boolean;
  44107. /**
  44108. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44109. */
  44110. updateScale: boolean;
  44111. protected _interactionsEnabled: boolean;
  44112. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44113. private _beforeRenderObserver;
  44114. private _tempVector;
  44115. /**
  44116. * Creates a gizmo
  44117. * @param gizmoLayer The utility layer the gizmo will be added to
  44118. */
  44119. constructor(
  44120. /** The utility layer the gizmo will be added to */
  44121. gizmoLayer?: UtilityLayerRenderer);
  44122. /**
  44123. * Updates the gizmo to match the attached mesh's position/rotation
  44124. */
  44125. protected _update(): void;
  44126. /**
  44127. * Disposes of the gizmo
  44128. */
  44129. dispose(): void;
  44130. }
  44131. }
  44132. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44133. import { Observable } from "babylonjs/Misc/observable";
  44134. import { Nullable } from "babylonjs/types";
  44135. import { Vector3 } from "babylonjs/Maths/math.vector";
  44136. import { Color3 } from "babylonjs/Maths/math.color";
  44137. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44138. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44139. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44140. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44141. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44142. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44143. import { Scene } from "babylonjs/scene";
  44144. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44145. /**
  44146. * Single plane drag gizmo
  44147. */
  44148. export class PlaneDragGizmo extends Gizmo {
  44149. /**
  44150. * Drag behavior responsible for the gizmos dragging interactions
  44151. */
  44152. dragBehavior: PointerDragBehavior;
  44153. private _pointerObserver;
  44154. /**
  44155. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44156. */
  44157. snapDistance: number;
  44158. /**
  44159. * Event that fires each time the gizmo snaps to a new location.
  44160. * * snapDistance is the the change in distance
  44161. */
  44162. onSnapObservable: Observable<{
  44163. snapDistance: number;
  44164. }>;
  44165. private _plane;
  44166. private _coloredMaterial;
  44167. private _hoverMaterial;
  44168. private _isEnabled;
  44169. private _parent;
  44170. /** @hidden */
  44171. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44172. /** @hidden */
  44173. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44174. /**
  44175. * Creates a PlaneDragGizmo
  44176. * @param gizmoLayer The utility layer the gizmo will be added to
  44177. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44178. * @param color The color of the gizmo
  44179. */
  44180. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44181. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44182. /**
  44183. * If the gizmo is enabled
  44184. */
  44185. isEnabled: boolean;
  44186. /**
  44187. * Disposes of the gizmo
  44188. */
  44189. dispose(): void;
  44190. }
  44191. }
  44192. declare module "babylonjs/Gizmos/positionGizmo" {
  44193. import { Observable } from "babylonjs/Misc/observable";
  44194. import { Nullable } from "babylonjs/types";
  44195. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44196. import { Mesh } from "babylonjs/Meshes/mesh";
  44197. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44198. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44199. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44200. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44201. /**
  44202. * Gizmo that enables dragging a mesh along 3 axis
  44203. */
  44204. export class PositionGizmo extends Gizmo {
  44205. /**
  44206. * Internal gizmo used for interactions on the x axis
  44207. */
  44208. xGizmo: AxisDragGizmo;
  44209. /**
  44210. * Internal gizmo used for interactions on the y axis
  44211. */
  44212. yGizmo: AxisDragGizmo;
  44213. /**
  44214. * Internal gizmo used for interactions on the z axis
  44215. */
  44216. zGizmo: AxisDragGizmo;
  44217. /**
  44218. * Internal gizmo used for interactions on the yz plane
  44219. */
  44220. xPlaneGizmo: PlaneDragGizmo;
  44221. /**
  44222. * Internal gizmo used for interactions on the xz plane
  44223. */
  44224. yPlaneGizmo: PlaneDragGizmo;
  44225. /**
  44226. * Internal gizmo used for interactions on the xy plane
  44227. */
  44228. zPlaneGizmo: PlaneDragGizmo;
  44229. /**
  44230. * private variables
  44231. */
  44232. private _meshAttached;
  44233. private _updateGizmoRotationToMatchAttachedMesh;
  44234. private _snapDistance;
  44235. private _scaleRatio;
  44236. /** Fires an event when any of it's sub gizmos are dragged */
  44237. onDragStartObservable: Observable<unknown>;
  44238. /** Fires an event when any of it's sub gizmos are released from dragging */
  44239. onDragEndObservable: Observable<unknown>;
  44240. /**
  44241. * If set to true, planar drag is enabled
  44242. */
  44243. private _planarGizmoEnabled;
  44244. attachedMesh: Nullable<AbstractMesh>;
  44245. /**
  44246. * Creates a PositionGizmo
  44247. * @param gizmoLayer The utility layer the gizmo will be added to
  44248. */
  44249. constructor(gizmoLayer?: UtilityLayerRenderer);
  44250. /**
  44251. * If the planar drag gizmo is enabled
  44252. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44253. */
  44254. planarGizmoEnabled: boolean;
  44255. updateGizmoRotationToMatchAttachedMesh: boolean;
  44256. /**
  44257. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44258. */
  44259. snapDistance: number;
  44260. /**
  44261. * Ratio for the scale of the gizmo (Default: 1)
  44262. */
  44263. scaleRatio: number;
  44264. /**
  44265. * Disposes of the gizmo
  44266. */
  44267. dispose(): void;
  44268. /**
  44269. * CustomMeshes are not supported by this gizmo
  44270. * @param mesh The mesh to replace the default mesh of the gizmo
  44271. */
  44272. setCustomMesh(mesh: Mesh): void;
  44273. }
  44274. }
  44275. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44276. import { Observable } from "babylonjs/Misc/observable";
  44277. import { Nullable } from "babylonjs/types";
  44278. import { Vector3 } from "babylonjs/Maths/math.vector";
  44279. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44280. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44281. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44282. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44283. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44284. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44285. import { Scene } from "babylonjs/scene";
  44286. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44287. import { Color3 } from "babylonjs/Maths/math.color";
  44288. /**
  44289. * Single axis drag gizmo
  44290. */
  44291. export class AxisDragGizmo extends Gizmo {
  44292. /**
  44293. * Drag behavior responsible for the gizmos dragging interactions
  44294. */
  44295. dragBehavior: PointerDragBehavior;
  44296. private _pointerObserver;
  44297. /**
  44298. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44299. */
  44300. snapDistance: number;
  44301. /**
  44302. * Event that fires each time the gizmo snaps to a new location.
  44303. * * snapDistance is the the change in distance
  44304. */
  44305. onSnapObservable: Observable<{
  44306. snapDistance: number;
  44307. }>;
  44308. private _isEnabled;
  44309. private _parent;
  44310. private _arrow;
  44311. private _coloredMaterial;
  44312. private _hoverMaterial;
  44313. /** @hidden */
  44314. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44315. /** @hidden */
  44316. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44317. /**
  44318. * Creates an AxisDragGizmo
  44319. * @param gizmoLayer The utility layer the gizmo will be added to
  44320. * @param dragAxis The axis which the gizmo will be able to drag on
  44321. * @param color The color of the gizmo
  44322. */
  44323. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44324. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44325. /**
  44326. * If the gizmo is enabled
  44327. */
  44328. isEnabled: boolean;
  44329. /**
  44330. * Disposes of the gizmo
  44331. */
  44332. dispose(): void;
  44333. }
  44334. }
  44335. declare module "babylonjs/Debug/axesViewer" {
  44336. import { Vector3 } from "babylonjs/Maths/math.vector";
  44337. import { Nullable } from "babylonjs/types";
  44338. import { Scene } from "babylonjs/scene";
  44339. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44340. /**
  44341. * The Axes viewer will show 3 axes in a specific point in space
  44342. */
  44343. export class AxesViewer {
  44344. private _xAxis;
  44345. private _yAxis;
  44346. private _zAxis;
  44347. private _scaleLinesFactor;
  44348. private _instanced;
  44349. /**
  44350. * Gets the hosting scene
  44351. */
  44352. scene: Scene;
  44353. /**
  44354. * Gets or sets a number used to scale line length
  44355. */
  44356. scaleLines: number;
  44357. /** Gets the node hierarchy used to render x-axis */
  44358. readonly xAxis: TransformNode;
  44359. /** Gets the node hierarchy used to render y-axis */
  44360. readonly yAxis: TransformNode;
  44361. /** Gets the node hierarchy used to render z-axis */
  44362. readonly zAxis: TransformNode;
  44363. /**
  44364. * Creates a new AxesViewer
  44365. * @param scene defines the hosting scene
  44366. * @param scaleLines defines a number used to scale line length (1 by default)
  44367. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44368. * @param xAxis defines the node hierarchy used to render the x-axis
  44369. * @param yAxis defines the node hierarchy used to render the y-axis
  44370. * @param zAxis defines the node hierarchy used to render the z-axis
  44371. */
  44372. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44373. /**
  44374. * Force the viewer to update
  44375. * @param position defines the position of the viewer
  44376. * @param xaxis defines the x axis of the viewer
  44377. * @param yaxis defines the y axis of the viewer
  44378. * @param zaxis defines the z axis of the viewer
  44379. */
  44380. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44381. /**
  44382. * Creates an instance of this axes viewer.
  44383. * @returns a new axes viewer with instanced meshes
  44384. */
  44385. createInstance(): AxesViewer;
  44386. /** Releases resources */
  44387. dispose(): void;
  44388. private static _SetRenderingGroupId;
  44389. }
  44390. }
  44391. declare module "babylonjs/Debug/boneAxesViewer" {
  44392. import { Nullable } from "babylonjs/types";
  44393. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44394. import { Vector3 } from "babylonjs/Maths/math.vector";
  44395. import { Mesh } from "babylonjs/Meshes/mesh";
  44396. import { Bone } from "babylonjs/Bones/bone";
  44397. import { Scene } from "babylonjs/scene";
  44398. /**
  44399. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44400. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44401. */
  44402. export class BoneAxesViewer extends AxesViewer {
  44403. /**
  44404. * Gets or sets the target mesh where to display the axes viewer
  44405. */
  44406. mesh: Nullable<Mesh>;
  44407. /**
  44408. * Gets or sets the target bone where to display the axes viewer
  44409. */
  44410. bone: Nullable<Bone>;
  44411. /** Gets current position */
  44412. pos: Vector3;
  44413. /** Gets direction of X axis */
  44414. xaxis: Vector3;
  44415. /** Gets direction of Y axis */
  44416. yaxis: Vector3;
  44417. /** Gets direction of Z axis */
  44418. zaxis: Vector3;
  44419. /**
  44420. * Creates a new BoneAxesViewer
  44421. * @param scene defines the hosting scene
  44422. * @param bone defines the target bone
  44423. * @param mesh defines the target mesh
  44424. * @param scaleLines defines a scaling factor for line length (1 by default)
  44425. */
  44426. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44427. /**
  44428. * Force the viewer to update
  44429. */
  44430. update(): void;
  44431. /** Releases resources */
  44432. dispose(): void;
  44433. }
  44434. }
  44435. declare module "babylonjs/Debug/debugLayer" {
  44436. import { Scene } from "babylonjs/scene";
  44437. /**
  44438. * Interface used to define scene explorer extensibility option
  44439. */
  44440. export interface IExplorerExtensibilityOption {
  44441. /**
  44442. * Define the option label
  44443. */
  44444. label: string;
  44445. /**
  44446. * Defines the action to execute on click
  44447. */
  44448. action: (entity: any) => void;
  44449. }
  44450. /**
  44451. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44452. */
  44453. export interface IExplorerExtensibilityGroup {
  44454. /**
  44455. * Defines a predicate to test if a given type mut be extended
  44456. */
  44457. predicate: (entity: any) => boolean;
  44458. /**
  44459. * Gets the list of options added to a type
  44460. */
  44461. entries: IExplorerExtensibilityOption[];
  44462. }
  44463. /**
  44464. * Interface used to define the options to use to create the Inspector
  44465. */
  44466. export interface IInspectorOptions {
  44467. /**
  44468. * Display in overlay mode (default: false)
  44469. */
  44470. overlay?: boolean;
  44471. /**
  44472. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44473. */
  44474. globalRoot?: HTMLElement;
  44475. /**
  44476. * Display the Scene explorer
  44477. */
  44478. showExplorer?: boolean;
  44479. /**
  44480. * Display the property inspector
  44481. */
  44482. showInspector?: boolean;
  44483. /**
  44484. * Display in embed mode (both panes on the right)
  44485. */
  44486. embedMode?: boolean;
  44487. /**
  44488. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44489. */
  44490. handleResize?: boolean;
  44491. /**
  44492. * Allow the panes to popup (default: true)
  44493. */
  44494. enablePopup?: boolean;
  44495. /**
  44496. * Allow the panes to be closed by users (default: true)
  44497. */
  44498. enableClose?: boolean;
  44499. /**
  44500. * Optional list of extensibility entries
  44501. */
  44502. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44503. /**
  44504. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44505. */
  44506. inspectorURL?: string;
  44507. }
  44508. module "babylonjs/scene" {
  44509. interface Scene {
  44510. /**
  44511. * @hidden
  44512. * Backing field
  44513. */
  44514. _debugLayer: DebugLayer;
  44515. /**
  44516. * Gets the debug layer (aka Inspector) associated with the scene
  44517. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44518. */
  44519. debugLayer: DebugLayer;
  44520. }
  44521. }
  44522. /**
  44523. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44524. * what is happening in your scene
  44525. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44526. */
  44527. export class DebugLayer {
  44528. /**
  44529. * Define the url to get the inspector script from.
  44530. * By default it uses the babylonjs CDN.
  44531. * @ignoreNaming
  44532. */
  44533. static InspectorURL: string;
  44534. private _scene;
  44535. private BJSINSPECTOR;
  44536. private _onPropertyChangedObservable?;
  44537. /**
  44538. * Observable triggered when a property is changed through the inspector.
  44539. */
  44540. readonly onPropertyChangedObservable: any;
  44541. /**
  44542. * Instantiates a new debug layer.
  44543. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44544. * what is happening in your scene
  44545. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44546. * @param scene Defines the scene to inspect
  44547. */
  44548. constructor(scene: Scene);
  44549. /** Creates the inspector window. */
  44550. private _createInspector;
  44551. /**
  44552. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44553. * @param entity defines the entity to select
  44554. * @param lineContainerTitle defines the specific block to highlight
  44555. */
  44556. select(entity: any, lineContainerTitle?: string): void;
  44557. /** Get the inspector from bundle or global */
  44558. private _getGlobalInspector;
  44559. /**
  44560. * Get if the inspector is visible or not.
  44561. * @returns true if visible otherwise, false
  44562. */
  44563. isVisible(): boolean;
  44564. /**
  44565. * Hide the inspector and close its window.
  44566. */
  44567. hide(): void;
  44568. /**
  44569. * Launch the debugLayer.
  44570. * @param config Define the configuration of the inspector
  44571. * @return a promise fulfilled when the debug layer is visible
  44572. */
  44573. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44574. }
  44575. }
  44576. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44577. import { Nullable } from "babylonjs/types";
  44578. import { Scene } from "babylonjs/scene";
  44579. import { Vector4 } from "babylonjs/Maths/math.vector";
  44580. import { Color4 } from "babylonjs/Maths/math.color";
  44581. import { Mesh } from "babylonjs/Meshes/mesh";
  44582. /**
  44583. * Class containing static functions to help procedurally build meshes
  44584. */
  44585. export class BoxBuilder {
  44586. /**
  44587. * Creates a box mesh
  44588. * * The parameter `size` sets the size (float) of each box side (default 1)
  44589. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44590. * * 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)
  44591. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44592. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44593. * * If you create a double-sided mesh, you can choose what parts of 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
  44594. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44595. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44596. * @param name defines the name of the mesh
  44597. * @param options defines the options used to create the mesh
  44598. * @param scene defines the hosting scene
  44599. * @returns the box mesh
  44600. */
  44601. static CreateBox(name: string, options: {
  44602. size?: number;
  44603. width?: number;
  44604. height?: number;
  44605. depth?: number;
  44606. faceUV?: Vector4[];
  44607. faceColors?: Color4[];
  44608. sideOrientation?: number;
  44609. frontUVs?: Vector4;
  44610. backUVs?: Vector4;
  44611. wrap?: boolean;
  44612. topBaseAt?: number;
  44613. bottomBaseAt?: number;
  44614. updatable?: boolean;
  44615. }, scene?: Nullable<Scene>): Mesh;
  44616. }
  44617. }
  44618. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44619. import { Vector4 } from "babylonjs/Maths/math.vector";
  44620. import { Mesh } from "babylonjs/Meshes/mesh";
  44621. /**
  44622. * Class containing static functions to help procedurally build meshes
  44623. */
  44624. export class SphereBuilder {
  44625. /**
  44626. * Creates a sphere mesh
  44627. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44628. * * 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`)
  44629. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44630. * * 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
  44631. * * 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)
  44632. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44633. * * If you create a double-sided mesh, you can choose what parts of 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
  44634. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44635. * @param name defines the name of the mesh
  44636. * @param options defines the options used to create the mesh
  44637. * @param scene defines the hosting scene
  44638. * @returns the sphere mesh
  44639. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44640. */
  44641. static CreateSphere(name: string, options: {
  44642. segments?: number;
  44643. diameter?: number;
  44644. diameterX?: number;
  44645. diameterY?: number;
  44646. diameterZ?: number;
  44647. arc?: number;
  44648. slice?: number;
  44649. sideOrientation?: number;
  44650. frontUVs?: Vector4;
  44651. backUVs?: Vector4;
  44652. updatable?: boolean;
  44653. }, scene: any): Mesh;
  44654. }
  44655. }
  44656. declare module "babylonjs/Debug/physicsViewer" {
  44657. import { Nullable } from "babylonjs/types";
  44658. import { Scene } from "babylonjs/scene";
  44659. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44660. import { Mesh } from "babylonjs/Meshes/mesh";
  44661. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44662. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44663. /**
  44664. * Used to show the physics impostor around the specific mesh
  44665. */
  44666. export class PhysicsViewer {
  44667. /** @hidden */
  44668. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44669. /** @hidden */
  44670. protected _meshes: Array<Nullable<AbstractMesh>>;
  44671. /** @hidden */
  44672. protected _scene: Nullable<Scene>;
  44673. /** @hidden */
  44674. protected _numMeshes: number;
  44675. /** @hidden */
  44676. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44677. private _renderFunction;
  44678. private _utilityLayer;
  44679. private _debugBoxMesh;
  44680. private _debugSphereMesh;
  44681. private _debugCylinderMesh;
  44682. private _debugMaterial;
  44683. private _debugMeshMeshes;
  44684. /**
  44685. * Creates a new PhysicsViewer
  44686. * @param scene defines the hosting scene
  44687. */
  44688. constructor(scene: Scene);
  44689. /** @hidden */
  44690. protected _updateDebugMeshes(): void;
  44691. /**
  44692. * Renders a specified physic impostor
  44693. * @param impostor defines the impostor to render
  44694. * @param targetMesh defines the mesh represented by the impostor
  44695. * @returns the new debug mesh used to render the impostor
  44696. */
  44697. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44698. /**
  44699. * Hides a specified physic impostor
  44700. * @param impostor defines the impostor to hide
  44701. */
  44702. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44703. private _getDebugMaterial;
  44704. private _getDebugBoxMesh;
  44705. private _getDebugSphereMesh;
  44706. private _getDebugCylinderMesh;
  44707. private _getDebugMeshMesh;
  44708. private _getDebugMesh;
  44709. /** Releases all resources */
  44710. dispose(): void;
  44711. }
  44712. }
  44713. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44714. import { Vector3 } from "babylonjs/Maths/math.vector";
  44715. import { Color4 } from "babylonjs/Maths/math.color";
  44716. import { Nullable } from "babylonjs/types";
  44717. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44718. import { Scene } from "babylonjs/scene";
  44719. /**
  44720. * Class containing static functions to help procedurally build meshes
  44721. */
  44722. export class LinesBuilder {
  44723. /**
  44724. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44725. * * 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
  44726. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44727. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44728. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44729. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44730. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44731. * * 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
  44732. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44733. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44734. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44735. * @param name defines the name of the new line system
  44736. * @param options defines the options used to create the line system
  44737. * @param scene defines the hosting scene
  44738. * @returns a new line system mesh
  44739. */
  44740. static CreateLineSystem(name: string, options: {
  44741. lines: Vector3[][];
  44742. updatable?: boolean;
  44743. instance?: Nullable<LinesMesh>;
  44744. colors?: Nullable<Color4[][]>;
  44745. useVertexAlpha?: boolean;
  44746. }, scene: Nullable<Scene>): LinesMesh;
  44747. /**
  44748. * Creates a line mesh
  44749. * 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
  44750. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44751. * * The parameter `points` is an array successive Vector3
  44752. * * 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
  44753. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44754. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44755. * * When updating an instance, remember that only point positions can change, not the number of points
  44756. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44757. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44758. * @param name defines the name of the new line system
  44759. * @param options defines the options used to create the line system
  44760. * @param scene defines the hosting scene
  44761. * @returns a new line mesh
  44762. */
  44763. static CreateLines(name: string, options: {
  44764. points: Vector3[];
  44765. updatable?: boolean;
  44766. instance?: Nullable<LinesMesh>;
  44767. colors?: Color4[];
  44768. useVertexAlpha?: boolean;
  44769. }, scene?: Nullable<Scene>): LinesMesh;
  44770. /**
  44771. * Creates a dashed line mesh
  44772. * * 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
  44773. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44774. * * The parameter `points` is an array successive Vector3
  44775. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44776. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44777. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44778. * * 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
  44779. * * When updating an instance, remember that only point positions can change, not the number of points
  44780. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44781. * @param name defines the name of the mesh
  44782. * @param options defines the options used to create the mesh
  44783. * @param scene defines the hosting scene
  44784. * @returns the dashed line mesh
  44785. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44786. */
  44787. static CreateDashedLines(name: string, options: {
  44788. points: Vector3[];
  44789. dashSize?: number;
  44790. gapSize?: number;
  44791. dashNb?: number;
  44792. updatable?: boolean;
  44793. instance?: LinesMesh;
  44794. }, scene?: Nullable<Scene>): LinesMesh;
  44795. }
  44796. }
  44797. declare module "babylonjs/Debug/rayHelper" {
  44798. import { Nullable } from "babylonjs/types";
  44799. import { Ray } from "babylonjs/Culling/ray";
  44800. import { Vector3 } from "babylonjs/Maths/math.vector";
  44801. import { Color3 } from "babylonjs/Maths/math.color";
  44802. import { Scene } from "babylonjs/scene";
  44803. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44804. import "babylonjs/Meshes/Builders/linesBuilder";
  44805. /**
  44806. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44807. * in order to better appreciate the issue one might have.
  44808. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44809. */
  44810. export class RayHelper {
  44811. /**
  44812. * Defines the ray we are currently tryin to visualize.
  44813. */
  44814. ray: Nullable<Ray>;
  44815. private _renderPoints;
  44816. private _renderLine;
  44817. private _renderFunction;
  44818. private _scene;
  44819. private _updateToMeshFunction;
  44820. private _attachedToMesh;
  44821. private _meshSpaceDirection;
  44822. private _meshSpaceOrigin;
  44823. /**
  44824. * Helper function to create a colored helper in a scene in one line.
  44825. * @param ray Defines the ray we are currently tryin to visualize
  44826. * @param scene Defines the scene the ray is used in
  44827. * @param color Defines the color we want to see the ray in
  44828. * @returns The newly created ray helper.
  44829. */
  44830. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44831. /**
  44832. * Instantiate a new ray helper.
  44833. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44834. * in order to better appreciate the issue one might have.
  44835. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44836. * @param ray Defines the ray we are currently tryin to visualize
  44837. */
  44838. constructor(ray: Ray);
  44839. /**
  44840. * Shows the ray we are willing to debug.
  44841. * @param scene Defines the scene the ray needs to be rendered in
  44842. * @param color Defines the color the ray needs to be rendered in
  44843. */
  44844. show(scene: Scene, color?: Color3): void;
  44845. /**
  44846. * Hides the ray we are debugging.
  44847. */
  44848. hide(): void;
  44849. private _render;
  44850. /**
  44851. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44852. * @param mesh Defines the mesh we want the helper attached to
  44853. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44854. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44855. * @param length Defines the length of the ray
  44856. */
  44857. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44858. /**
  44859. * Detach the ray helper from the mesh it has previously been attached to.
  44860. */
  44861. detachFromMesh(): void;
  44862. private _updateToMesh;
  44863. /**
  44864. * Dispose the helper and release its associated resources.
  44865. */
  44866. dispose(): void;
  44867. }
  44868. }
  44869. declare module "babylonjs/Debug/skeletonViewer" {
  44870. import { Color3 } from "babylonjs/Maths/math.color";
  44871. import { Scene } from "babylonjs/scene";
  44872. import { Nullable } from "babylonjs/types";
  44873. import { Skeleton } from "babylonjs/Bones/skeleton";
  44874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44875. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44876. /**
  44877. * Class used to render a debug view of a given skeleton
  44878. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44879. */
  44880. export class SkeletonViewer {
  44881. /** defines the skeleton to render */
  44882. skeleton: Skeleton;
  44883. /** defines the mesh attached to the skeleton */
  44884. mesh: AbstractMesh;
  44885. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44886. autoUpdateBonesMatrices: boolean;
  44887. /** defines the rendering group id to use with the viewer */
  44888. renderingGroupId: number;
  44889. /** Gets or sets the color used to render the skeleton */
  44890. color: Color3;
  44891. private _scene;
  44892. private _debugLines;
  44893. private _debugMesh;
  44894. private _isEnabled;
  44895. private _renderFunction;
  44896. private _utilityLayer;
  44897. /**
  44898. * Returns the mesh used to render the bones
  44899. */
  44900. readonly debugMesh: Nullable<LinesMesh>;
  44901. /**
  44902. * Creates a new SkeletonViewer
  44903. * @param skeleton defines the skeleton to render
  44904. * @param mesh defines the mesh attached to the skeleton
  44905. * @param scene defines the hosting scene
  44906. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44907. * @param renderingGroupId defines the rendering group id to use with the viewer
  44908. */
  44909. constructor(
  44910. /** defines the skeleton to render */
  44911. skeleton: Skeleton,
  44912. /** defines the mesh attached to the skeleton */
  44913. mesh: AbstractMesh, scene: Scene,
  44914. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44915. autoUpdateBonesMatrices?: boolean,
  44916. /** defines the rendering group id to use with the viewer */
  44917. renderingGroupId?: number);
  44918. /** Gets or sets a boolean indicating if the viewer is enabled */
  44919. isEnabled: boolean;
  44920. private _getBonePosition;
  44921. private _getLinesForBonesWithLength;
  44922. private _getLinesForBonesNoLength;
  44923. /** Update the viewer to sync with current skeleton state */
  44924. update(): void;
  44925. /** Release associated resources */
  44926. dispose(): void;
  44927. }
  44928. }
  44929. declare module "babylonjs/Debug/index" {
  44930. export * from "babylonjs/Debug/axesViewer";
  44931. export * from "babylonjs/Debug/boneAxesViewer";
  44932. export * from "babylonjs/Debug/debugLayer";
  44933. export * from "babylonjs/Debug/physicsViewer";
  44934. export * from "babylonjs/Debug/rayHelper";
  44935. export * from "babylonjs/Debug/skeletonViewer";
  44936. }
  44937. declare module "babylonjs/Engines/nullEngine" {
  44938. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44939. import { Scene } from "babylonjs/scene";
  44940. import { Engine } from "babylonjs/Engines/engine";
  44941. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44942. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44943. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44944. import { Effect } from "babylonjs/Materials/effect";
  44945. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44946. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44947. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44948. /**
  44949. * Options to create the null engine
  44950. */
  44951. export class NullEngineOptions {
  44952. /**
  44953. * Render width (Default: 512)
  44954. */
  44955. renderWidth: number;
  44956. /**
  44957. * Render height (Default: 256)
  44958. */
  44959. renderHeight: number;
  44960. /**
  44961. * Texture size (Default: 512)
  44962. */
  44963. textureSize: number;
  44964. /**
  44965. * If delta time between frames should be constant
  44966. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44967. */
  44968. deterministicLockstep: boolean;
  44969. /**
  44970. * Maximum about of steps between frames (Default: 4)
  44971. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44972. */
  44973. lockstepMaxSteps: number;
  44974. }
  44975. /**
  44976. * The null engine class provides support for headless version of babylon.js.
  44977. * This can be used in server side scenario or for testing purposes
  44978. */
  44979. export class NullEngine extends Engine {
  44980. private _options;
  44981. /**
  44982. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44983. */
  44984. isDeterministicLockStep(): boolean;
  44985. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44986. getLockstepMaxSteps(): number;
  44987. /**
  44988. * Sets hardware scaling, used to save performance if needed
  44989. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44990. */
  44991. getHardwareScalingLevel(): number;
  44992. constructor(options?: NullEngineOptions);
  44993. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44994. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44995. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44996. getRenderWidth(useScreen?: boolean): number;
  44997. getRenderHeight(useScreen?: boolean): number;
  44998. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44999. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45000. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45001. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45002. bindSamplers(effect: Effect): void;
  45003. enableEffect(effect: Effect): void;
  45004. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45005. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45006. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45007. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45008. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45009. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45010. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45011. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45012. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45013. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45014. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45015. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45016. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45017. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45018. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45019. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45020. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45021. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45022. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45023. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45024. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45025. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45026. bindBuffers(vertexBuffers: {
  45027. [key: string]: VertexBuffer;
  45028. }, indexBuffer: DataBuffer, effect: Effect): void;
  45029. wipeCaches(bruteForce?: boolean): void;
  45030. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45031. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45032. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45033. /** @hidden */
  45034. _createTexture(): WebGLTexture;
  45035. /** @hidden */
  45036. _releaseTexture(texture: InternalTexture): void;
  45037. 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;
  45038. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45039. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45040. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45041. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45042. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45043. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45044. areAllEffectsReady(): boolean;
  45045. /**
  45046. * @hidden
  45047. * Get the current error code of the webGL context
  45048. * @returns the error code
  45049. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45050. */
  45051. getError(): number;
  45052. /** @hidden */
  45053. _getUnpackAlignement(): number;
  45054. /** @hidden */
  45055. _unpackFlipY(value: boolean): void;
  45056. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45057. /**
  45058. * Updates a dynamic vertex buffer.
  45059. * @param vertexBuffer the vertex buffer to update
  45060. * @param data the data used to update the vertex buffer
  45061. * @param byteOffset the byte offset of the data (optional)
  45062. * @param byteLength the byte length of the data (optional)
  45063. */
  45064. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45065. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45066. /** @hidden */
  45067. _bindTexture(channel: number, texture: InternalTexture): void;
  45068. /** @hidden */
  45069. _releaseBuffer(buffer: DataBuffer): boolean;
  45070. releaseEffects(): void;
  45071. displayLoadingUI(): void;
  45072. hideLoadingUI(): void;
  45073. /** @hidden */
  45074. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45075. /** @hidden */
  45076. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45077. /** @hidden */
  45078. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45079. /** @hidden */
  45080. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45081. }
  45082. }
  45083. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45084. import { Nullable, int } from "babylonjs/types";
  45085. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45086. /** @hidden */
  45087. export class _OcclusionDataStorage {
  45088. /** @hidden */
  45089. occlusionInternalRetryCounter: number;
  45090. /** @hidden */
  45091. isOcclusionQueryInProgress: boolean;
  45092. /** @hidden */
  45093. isOccluded: boolean;
  45094. /** @hidden */
  45095. occlusionRetryCount: number;
  45096. /** @hidden */
  45097. occlusionType: number;
  45098. /** @hidden */
  45099. occlusionQueryAlgorithmType: number;
  45100. }
  45101. module "babylonjs/Engines/engine" {
  45102. interface Engine {
  45103. /**
  45104. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45105. * @return the new query
  45106. */
  45107. createQuery(): WebGLQuery;
  45108. /**
  45109. * Delete and release a webGL query
  45110. * @param query defines the query to delete
  45111. * @return the current engine
  45112. */
  45113. deleteQuery(query: WebGLQuery): Engine;
  45114. /**
  45115. * Check if a given query has resolved and got its value
  45116. * @param query defines the query to check
  45117. * @returns true if the query got its value
  45118. */
  45119. isQueryResultAvailable(query: WebGLQuery): boolean;
  45120. /**
  45121. * Gets the value of a given query
  45122. * @param query defines the query to check
  45123. * @returns the value of the query
  45124. */
  45125. getQueryResult(query: WebGLQuery): number;
  45126. /**
  45127. * Initiates an occlusion query
  45128. * @param algorithmType defines the algorithm to use
  45129. * @param query defines the query to use
  45130. * @returns the current engine
  45131. * @see http://doc.babylonjs.com/features/occlusionquery
  45132. */
  45133. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45134. /**
  45135. * Ends an occlusion query
  45136. * @see http://doc.babylonjs.com/features/occlusionquery
  45137. * @param algorithmType defines the algorithm to use
  45138. * @returns the current engine
  45139. */
  45140. endOcclusionQuery(algorithmType: number): Engine;
  45141. /**
  45142. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45143. * Please note that only one query can be issued at a time
  45144. * @returns a time token used to track the time span
  45145. */
  45146. startTimeQuery(): Nullable<_TimeToken>;
  45147. /**
  45148. * Ends a time query
  45149. * @param token defines the token used to measure the time span
  45150. * @returns the time spent (in ns)
  45151. */
  45152. endTimeQuery(token: _TimeToken): int;
  45153. /** @hidden */
  45154. _currentNonTimestampToken: Nullable<_TimeToken>;
  45155. /** @hidden */
  45156. _createTimeQuery(): WebGLQuery;
  45157. /** @hidden */
  45158. _deleteTimeQuery(query: WebGLQuery): void;
  45159. /** @hidden */
  45160. _getGlAlgorithmType(algorithmType: number): number;
  45161. /** @hidden */
  45162. _getTimeQueryResult(query: WebGLQuery): any;
  45163. /** @hidden */
  45164. _getTimeQueryAvailability(query: WebGLQuery): any;
  45165. }
  45166. }
  45167. module "babylonjs/Meshes/abstractMesh" {
  45168. interface AbstractMesh {
  45169. /**
  45170. * Backing filed
  45171. * @hidden
  45172. */
  45173. __occlusionDataStorage: _OcclusionDataStorage;
  45174. /**
  45175. * Access property
  45176. * @hidden
  45177. */
  45178. _occlusionDataStorage: _OcclusionDataStorage;
  45179. /**
  45180. * 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.
  45181. * The default value is -1 which means don't break the query and wait till the result
  45182. * @see http://doc.babylonjs.com/features/occlusionquery
  45183. */
  45184. occlusionRetryCount: number;
  45185. /**
  45186. * 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:
  45187. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45188. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45189. * * 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.
  45190. * @see http://doc.babylonjs.com/features/occlusionquery
  45191. */
  45192. occlusionType: number;
  45193. /**
  45194. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45195. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45196. * * 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.
  45197. * @see http://doc.babylonjs.com/features/occlusionquery
  45198. */
  45199. occlusionQueryAlgorithmType: number;
  45200. /**
  45201. * 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
  45202. * @see http://doc.babylonjs.com/features/occlusionquery
  45203. */
  45204. isOccluded: boolean;
  45205. /**
  45206. * Flag to check the progress status of the query
  45207. * @see http://doc.babylonjs.com/features/occlusionquery
  45208. */
  45209. isOcclusionQueryInProgress: boolean;
  45210. }
  45211. }
  45212. }
  45213. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45214. import { Nullable } from "babylonjs/types";
  45215. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45216. /** @hidden */
  45217. export var _forceTransformFeedbackToBundle: boolean;
  45218. module "babylonjs/Engines/engine" {
  45219. interface Engine {
  45220. /**
  45221. * Creates a webGL transform feedback object
  45222. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45223. * @returns the webGL transform feedback object
  45224. */
  45225. createTransformFeedback(): WebGLTransformFeedback;
  45226. /**
  45227. * Delete a webGL transform feedback object
  45228. * @param value defines the webGL transform feedback object to delete
  45229. */
  45230. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45231. /**
  45232. * Bind a webGL transform feedback object to the webgl context
  45233. * @param value defines the webGL transform feedback object to bind
  45234. */
  45235. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45236. /**
  45237. * Begins a transform feedback operation
  45238. * @param usePoints defines if points or triangles must be used
  45239. */
  45240. beginTransformFeedback(usePoints: boolean): void;
  45241. /**
  45242. * Ends a transform feedback operation
  45243. */
  45244. endTransformFeedback(): void;
  45245. /**
  45246. * Specify the varyings to use with transform feedback
  45247. * @param program defines the associated webGL program
  45248. * @param value defines the list of strings representing the varying names
  45249. */
  45250. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45251. /**
  45252. * Bind a webGL buffer for a transform feedback operation
  45253. * @param value defines the webGL buffer to bind
  45254. */
  45255. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45256. }
  45257. }
  45258. }
  45259. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45260. import { Scene } from "babylonjs/scene";
  45261. import { Engine } from "babylonjs/Engines/engine";
  45262. import { Texture } from "babylonjs/Materials/Textures/texture";
  45263. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45264. import "babylonjs/Engines/Extensions/engine.multiRender";
  45265. /**
  45266. * Creation options of the multi render target texture.
  45267. */
  45268. export interface IMultiRenderTargetOptions {
  45269. /**
  45270. * Define if the texture needs to create mip maps after render.
  45271. */
  45272. generateMipMaps?: boolean;
  45273. /**
  45274. * Define the types of all the draw buffers we want to create
  45275. */
  45276. types?: number[];
  45277. /**
  45278. * Define the sampling modes of all the draw buffers we want to create
  45279. */
  45280. samplingModes?: number[];
  45281. /**
  45282. * Define if a depth buffer is required
  45283. */
  45284. generateDepthBuffer?: boolean;
  45285. /**
  45286. * Define if a stencil buffer is required
  45287. */
  45288. generateStencilBuffer?: boolean;
  45289. /**
  45290. * Define if a depth texture is required instead of a depth buffer
  45291. */
  45292. generateDepthTexture?: boolean;
  45293. /**
  45294. * Define the number of desired draw buffers
  45295. */
  45296. textureCount?: number;
  45297. /**
  45298. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45299. */
  45300. doNotChangeAspectRatio?: boolean;
  45301. /**
  45302. * Define the default type of the buffers we are creating
  45303. */
  45304. defaultType?: number;
  45305. }
  45306. /**
  45307. * A multi render target, like a render target provides the ability to render to a texture.
  45308. * Unlike the render target, it can render to several draw buffers in one draw.
  45309. * This is specially interesting in deferred rendering or for any effects requiring more than
  45310. * just one color from a single pass.
  45311. */
  45312. export class MultiRenderTarget extends RenderTargetTexture {
  45313. private _internalTextures;
  45314. private _textures;
  45315. private _multiRenderTargetOptions;
  45316. /**
  45317. * Get if draw buffers are currently supported by the used hardware and browser.
  45318. */
  45319. readonly isSupported: boolean;
  45320. /**
  45321. * Get the list of textures generated by the multi render target.
  45322. */
  45323. readonly textures: Texture[];
  45324. /**
  45325. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45326. */
  45327. readonly depthTexture: Texture;
  45328. /**
  45329. * Set the wrapping mode on U of all the textures we are rendering to.
  45330. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45331. */
  45332. wrapU: number;
  45333. /**
  45334. * Set the wrapping mode on V of all the textures we are rendering to.
  45335. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45336. */
  45337. wrapV: number;
  45338. /**
  45339. * Instantiate a new multi render target texture.
  45340. * A multi render target, like a render target provides the ability to render to a texture.
  45341. * Unlike the render target, it can render to several draw buffers in one draw.
  45342. * This is specially interesting in deferred rendering or for any effects requiring more than
  45343. * just one color from a single pass.
  45344. * @param name Define the name of the texture
  45345. * @param size Define the size of the buffers to render to
  45346. * @param count Define the number of target we are rendering into
  45347. * @param scene Define the scene the texture belongs to
  45348. * @param options Define the options used to create the multi render target
  45349. */
  45350. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45351. /** @hidden */
  45352. _rebuild(): void;
  45353. private _createInternalTextures;
  45354. private _createTextures;
  45355. /**
  45356. * Define the number of samples used if MSAA is enabled.
  45357. */
  45358. samples: number;
  45359. /**
  45360. * Resize all the textures in the multi render target.
  45361. * Be carrefull as it will recreate all the data in the new texture.
  45362. * @param size Define the new size
  45363. */
  45364. resize(size: any): void;
  45365. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45366. /**
  45367. * Dispose the render targets and their associated resources
  45368. */
  45369. dispose(): void;
  45370. /**
  45371. * Release all the underlying texture used as draw buffers.
  45372. */
  45373. releaseInternalTextures(): void;
  45374. }
  45375. }
  45376. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45377. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45378. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45379. import { Nullable } from "babylonjs/types";
  45380. module "babylonjs/Engines/engine" {
  45381. interface Engine {
  45382. /**
  45383. * Unbind a list of render target textures from the webGL context
  45384. * This is used only when drawBuffer extension or webGL2 are active
  45385. * @param textures defines the render target textures to unbind
  45386. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45387. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45388. */
  45389. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45390. /**
  45391. * Create a multi render target texture
  45392. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45393. * @param size defines the size of the texture
  45394. * @param options defines the creation options
  45395. * @returns the cube texture as an InternalTexture
  45396. */
  45397. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45398. /**
  45399. * Update the sample count for a given multiple render target texture
  45400. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45401. * @param textures defines the textures to update
  45402. * @param samples defines the sample count to set
  45403. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45404. */
  45405. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45406. }
  45407. }
  45408. }
  45409. declare module "babylonjs/Engines/Extensions/index" {
  45410. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45411. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45412. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45413. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45414. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45415. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45416. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45417. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45418. }
  45419. declare module "babylonjs/Engines/index" {
  45420. export * from "babylonjs/Engines/constants";
  45421. export * from "babylonjs/Engines/engine";
  45422. export * from "babylonjs/Engines/engineStore";
  45423. export * from "babylonjs/Engines/nullEngine";
  45424. export * from "babylonjs/Engines/Extensions/index";
  45425. export * from "babylonjs/Engines/IPipelineContext";
  45426. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45427. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45428. }
  45429. declare module "babylonjs/Events/clipboardEvents" {
  45430. /**
  45431. * Gather the list of clipboard event types as constants.
  45432. */
  45433. export class ClipboardEventTypes {
  45434. /**
  45435. * The clipboard event is fired when a copy command is active (pressed).
  45436. */
  45437. static readonly COPY: number;
  45438. /**
  45439. * The clipboard event is fired when a cut command is active (pressed).
  45440. */
  45441. static readonly CUT: number;
  45442. /**
  45443. * The clipboard event is fired when a paste command is active (pressed).
  45444. */
  45445. static readonly PASTE: number;
  45446. }
  45447. /**
  45448. * This class is used to store clipboard related info for the onClipboardObservable event.
  45449. */
  45450. export class ClipboardInfo {
  45451. /**
  45452. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45453. */
  45454. type: number;
  45455. /**
  45456. * Defines the related dom event
  45457. */
  45458. event: ClipboardEvent;
  45459. /**
  45460. *Creates an instance of ClipboardInfo.
  45461. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45462. * @param event Defines the related dom event
  45463. */
  45464. constructor(
  45465. /**
  45466. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45467. */
  45468. type: number,
  45469. /**
  45470. * Defines the related dom event
  45471. */
  45472. event: ClipboardEvent);
  45473. /**
  45474. * Get the clipboard event's type from the keycode.
  45475. * @param keyCode Defines the keyCode for the current keyboard event.
  45476. * @return {number}
  45477. */
  45478. static GetTypeFromCharacter(keyCode: number): number;
  45479. }
  45480. }
  45481. declare module "babylonjs/Events/index" {
  45482. export * from "babylonjs/Events/keyboardEvents";
  45483. export * from "babylonjs/Events/pointerEvents";
  45484. export * from "babylonjs/Events/clipboardEvents";
  45485. }
  45486. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45487. import { Scene } from "babylonjs/scene";
  45488. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45489. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45490. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45491. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45492. /**
  45493. * Google Daydream controller
  45494. */
  45495. export class DaydreamController extends WebVRController {
  45496. /**
  45497. * Base Url for the controller model.
  45498. */
  45499. static MODEL_BASE_URL: string;
  45500. /**
  45501. * File name for the controller model.
  45502. */
  45503. static MODEL_FILENAME: string;
  45504. /**
  45505. * Gamepad Id prefix used to identify Daydream Controller.
  45506. */
  45507. static readonly GAMEPAD_ID_PREFIX: string;
  45508. /**
  45509. * Creates a new DaydreamController from a gamepad
  45510. * @param vrGamepad the gamepad that the controller should be created from
  45511. */
  45512. constructor(vrGamepad: any);
  45513. /**
  45514. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45515. * @param scene scene in which to add meshes
  45516. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45517. */
  45518. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45519. /**
  45520. * Called once for each button that changed state since the last frame
  45521. * @param buttonIdx Which button index changed
  45522. * @param state New state of the button
  45523. * @param changes Which properties on the state changed since last frame
  45524. */
  45525. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45526. }
  45527. }
  45528. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45529. import { Scene } from "babylonjs/scene";
  45530. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45531. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45532. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45533. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45534. /**
  45535. * Gear VR Controller
  45536. */
  45537. export class GearVRController extends WebVRController {
  45538. /**
  45539. * Base Url for the controller model.
  45540. */
  45541. static MODEL_BASE_URL: string;
  45542. /**
  45543. * File name for the controller model.
  45544. */
  45545. static MODEL_FILENAME: string;
  45546. /**
  45547. * Gamepad Id prefix used to identify this controller.
  45548. */
  45549. static readonly GAMEPAD_ID_PREFIX: string;
  45550. private readonly _buttonIndexToObservableNameMap;
  45551. /**
  45552. * Creates a new GearVRController from a gamepad
  45553. * @param vrGamepad the gamepad that the controller should be created from
  45554. */
  45555. constructor(vrGamepad: any);
  45556. /**
  45557. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45558. * @param scene scene in which to add meshes
  45559. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45560. */
  45561. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45562. /**
  45563. * Called once for each button that changed state since the last frame
  45564. * @param buttonIdx Which button index changed
  45565. * @param state New state of the button
  45566. * @param changes Which properties on the state changed since last frame
  45567. */
  45568. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45569. }
  45570. }
  45571. declare module "babylonjs/Gamepads/Controllers/index" {
  45572. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45573. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45574. export * from "babylonjs/Gamepads/Controllers/genericController";
  45575. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45576. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45577. export * from "babylonjs/Gamepads/Controllers/viveController";
  45578. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45579. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45580. }
  45581. declare module "babylonjs/Gamepads/index" {
  45582. export * from "babylonjs/Gamepads/Controllers/index";
  45583. export * from "babylonjs/Gamepads/gamepad";
  45584. export * from "babylonjs/Gamepads/gamepadManager";
  45585. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45586. export * from "babylonjs/Gamepads/xboxGamepad";
  45587. export * from "babylonjs/Gamepads/dualShockGamepad";
  45588. }
  45589. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45590. import { Scene } from "babylonjs/scene";
  45591. import { Vector4 } from "babylonjs/Maths/math.vector";
  45592. import { Color4 } from "babylonjs/Maths/math.color";
  45593. import { Mesh } from "babylonjs/Meshes/mesh";
  45594. import { Nullable } from "babylonjs/types";
  45595. /**
  45596. * Class containing static functions to help procedurally build meshes
  45597. */
  45598. export class PolyhedronBuilder {
  45599. /**
  45600. * Creates a polyhedron mesh
  45601. * * 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
  45602. * * The parameter `size` (positive float, default 1) sets the polygon size
  45603. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45604. * * 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`
  45605. * * 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
  45606. * * 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)`)
  45607. * * 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
  45608. * * 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
  45609. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45610. * * If you create a double-sided mesh, you can choose what parts of 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
  45611. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45612. * @param name defines the name of the mesh
  45613. * @param options defines the options used to create the mesh
  45614. * @param scene defines the hosting scene
  45615. * @returns the polyhedron mesh
  45616. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45617. */
  45618. static CreatePolyhedron(name: string, options: {
  45619. type?: number;
  45620. size?: number;
  45621. sizeX?: number;
  45622. sizeY?: number;
  45623. sizeZ?: number;
  45624. custom?: any;
  45625. faceUV?: Vector4[];
  45626. faceColors?: Color4[];
  45627. flat?: boolean;
  45628. updatable?: boolean;
  45629. sideOrientation?: number;
  45630. frontUVs?: Vector4;
  45631. backUVs?: Vector4;
  45632. }, scene?: Nullable<Scene>): Mesh;
  45633. }
  45634. }
  45635. declare module "babylonjs/Gizmos/scaleGizmo" {
  45636. import { Observable } from "babylonjs/Misc/observable";
  45637. import { Nullable } from "babylonjs/types";
  45638. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45639. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45640. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45641. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45642. /**
  45643. * Gizmo that enables scaling a mesh along 3 axis
  45644. */
  45645. export class ScaleGizmo extends Gizmo {
  45646. /**
  45647. * Internal gizmo used for interactions on the x axis
  45648. */
  45649. xGizmo: AxisScaleGizmo;
  45650. /**
  45651. * Internal gizmo used for interactions on the y axis
  45652. */
  45653. yGizmo: AxisScaleGizmo;
  45654. /**
  45655. * Internal gizmo used for interactions on the z axis
  45656. */
  45657. zGizmo: AxisScaleGizmo;
  45658. /**
  45659. * Internal gizmo used to scale all axis equally
  45660. */
  45661. uniformScaleGizmo: AxisScaleGizmo;
  45662. private _meshAttached;
  45663. private _updateGizmoRotationToMatchAttachedMesh;
  45664. private _snapDistance;
  45665. private _scaleRatio;
  45666. private _uniformScalingMesh;
  45667. private _octahedron;
  45668. /** Fires an event when any of it's sub gizmos are dragged */
  45669. onDragStartObservable: Observable<unknown>;
  45670. /** Fires an event when any of it's sub gizmos are released from dragging */
  45671. onDragEndObservable: Observable<unknown>;
  45672. attachedMesh: Nullable<AbstractMesh>;
  45673. /**
  45674. * Creates a ScaleGizmo
  45675. * @param gizmoLayer The utility layer the gizmo will be added to
  45676. */
  45677. constructor(gizmoLayer?: UtilityLayerRenderer);
  45678. updateGizmoRotationToMatchAttachedMesh: boolean;
  45679. /**
  45680. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45681. */
  45682. snapDistance: number;
  45683. /**
  45684. * Ratio for the scale of the gizmo (Default: 1)
  45685. */
  45686. scaleRatio: number;
  45687. /**
  45688. * Disposes of the gizmo
  45689. */
  45690. dispose(): void;
  45691. }
  45692. }
  45693. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45694. import { Observable } from "babylonjs/Misc/observable";
  45695. import { Nullable } from "babylonjs/types";
  45696. import { Vector3 } from "babylonjs/Maths/math.vector";
  45697. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45698. import { Mesh } from "babylonjs/Meshes/mesh";
  45699. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45700. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45701. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45702. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45703. import { Color3 } from "babylonjs/Maths/math.color";
  45704. /**
  45705. * Single axis scale gizmo
  45706. */
  45707. export class AxisScaleGizmo extends Gizmo {
  45708. /**
  45709. * Drag behavior responsible for the gizmos dragging interactions
  45710. */
  45711. dragBehavior: PointerDragBehavior;
  45712. private _pointerObserver;
  45713. /**
  45714. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45715. */
  45716. snapDistance: number;
  45717. /**
  45718. * Event that fires each time the gizmo snaps to a new location.
  45719. * * snapDistance is the the change in distance
  45720. */
  45721. onSnapObservable: Observable<{
  45722. snapDistance: number;
  45723. }>;
  45724. /**
  45725. * If the scaling operation should be done on all axis (default: false)
  45726. */
  45727. uniformScaling: boolean;
  45728. private _isEnabled;
  45729. private _parent;
  45730. private _arrow;
  45731. private _coloredMaterial;
  45732. private _hoverMaterial;
  45733. /**
  45734. * Creates an AxisScaleGizmo
  45735. * @param gizmoLayer The utility layer the gizmo will be added to
  45736. * @param dragAxis The axis which the gizmo will be able to scale on
  45737. * @param color The color of the gizmo
  45738. */
  45739. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45740. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45741. /**
  45742. * If the gizmo is enabled
  45743. */
  45744. isEnabled: boolean;
  45745. /**
  45746. * Disposes of the gizmo
  45747. */
  45748. dispose(): void;
  45749. /**
  45750. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45751. * @param mesh The mesh to replace the default mesh of the gizmo
  45752. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45753. */
  45754. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45755. }
  45756. }
  45757. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45758. import { Observable } from "babylonjs/Misc/observable";
  45759. import { Nullable } from "babylonjs/types";
  45760. import { Vector3 } from "babylonjs/Maths/math.vector";
  45761. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45762. import { Mesh } from "babylonjs/Meshes/mesh";
  45763. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45764. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45765. import { Color3 } from "babylonjs/Maths/math.color";
  45766. import "babylonjs/Meshes/Builders/boxBuilder";
  45767. /**
  45768. * Bounding box gizmo
  45769. */
  45770. export class BoundingBoxGizmo extends Gizmo {
  45771. private _lineBoundingBox;
  45772. private _rotateSpheresParent;
  45773. private _scaleBoxesParent;
  45774. private _boundingDimensions;
  45775. private _renderObserver;
  45776. private _pointerObserver;
  45777. private _scaleDragSpeed;
  45778. private _tmpQuaternion;
  45779. private _tmpVector;
  45780. private _tmpRotationMatrix;
  45781. /**
  45782. * 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)
  45783. */
  45784. ignoreChildren: boolean;
  45785. /**
  45786. * 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)
  45787. */
  45788. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45789. /**
  45790. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45791. */
  45792. rotationSphereSize: number;
  45793. /**
  45794. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45795. */
  45796. scaleBoxSize: number;
  45797. /**
  45798. * 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)
  45799. */
  45800. fixedDragMeshScreenSize: boolean;
  45801. /**
  45802. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45803. */
  45804. fixedDragMeshScreenSizeDistanceFactor: number;
  45805. /**
  45806. * Fired when a rotation sphere or scale box is dragged
  45807. */
  45808. onDragStartObservable: Observable<{}>;
  45809. /**
  45810. * Fired when a scale box is dragged
  45811. */
  45812. onScaleBoxDragObservable: Observable<{}>;
  45813. /**
  45814. * Fired when a scale box drag is ended
  45815. */
  45816. onScaleBoxDragEndObservable: Observable<{}>;
  45817. /**
  45818. * Fired when a rotation sphere is dragged
  45819. */
  45820. onRotationSphereDragObservable: Observable<{}>;
  45821. /**
  45822. * Fired when a rotation sphere drag is ended
  45823. */
  45824. onRotationSphereDragEndObservable: Observable<{}>;
  45825. /**
  45826. * 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)
  45827. */
  45828. scalePivot: Nullable<Vector3>;
  45829. /**
  45830. * Mesh used as a pivot to rotate the attached mesh
  45831. */
  45832. private _anchorMesh;
  45833. private _existingMeshScale;
  45834. private _dragMesh;
  45835. private pointerDragBehavior;
  45836. private coloredMaterial;
  45837. private hoverColoredMaterial;
  45838. /**
  45839. * Sets the color of the bounding box gizmo
  45840. * @param color the color to set
  45841. */
  45842. setColor(color: Color3): void;
  45843. /**
  45844. * Creates an BoundingBoxGizmo
  45845. * @param gizmoLayer The utility layer the gizmo will be added to
  45846. * @param color The color of the gizmo
  45847. */
  45848. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45849. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45850. private _selectNode;
  45851. /**
  45852. * Updates the bounding box information for the Gizmo
  45853. */
  45854. updateBoundingBox(): void;
  45855. private _updateRotationSpheres;
  45856. private _updateScaleBoxes;
  45857. /**
  45858. * Enables rotation on the specified axis and disables rotation on the others
  45859. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45860. */
  45861. setEnabledRotationAxis(axis: string): void;
  45862. /**
  45863. * Enables/disables scaling
  45864. * @param enable if scaling should be enabled
  45865. */
  45866. setEnabledScaling(enable: boolean): void;
  45867. private _updateDummy;
  45868. /**
  45869. * Enables a pointer drag behavior on the bounding box of the gizmo
  45870. */
  45871. enableDragBehavior(): void;
  45872. /**
  45873. * Disposes of the gizmo
  45874. */
  45875. dispose(): void;
  45876. /**
  45877. * 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)
  45878. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45879. * @returns the bounding box mesh with the passed in mesh as a child
  45880. */
  45881. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45882. /**
  45883. * CustomMeshes are not supported by this gizmo
  45884. * @param mesh The mesh to replace the default mesh of the gizmo
  45885. */
  45886. setCustomMesh(mesh: Mesh): void;
  45887. }
  45888. }
  45889. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45890. import { Observable } from "babylonjs/Misc/observable";
  45891. import { Nullable } from "babylonjs/types";
  45892. import { Vector3 } from "babylonjs/Maths/math.vector";
  45893. import { Color3 } from "babylonjs/Maths/math.color";
  45894. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45895. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45896. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45897. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45898. import "babylonjs/Meshes/Builders/linesBuilder";
  45899. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45900. /**
  45901. * Single plane rotation gizmo
  45902. */
  45903. export class PlaneRotationGizmo extends Gizmo {
  45904. /**
  45905. * Drag behavior responsible for the gizmos dragging interactions
  45906. */
  45907. dragBehavior: PointerDragBehavior;
  45908. private _pointerObserver;
  45909. /**
  45910. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45911. */
  45912. snapDistance: number;
  45913. /**
  45914. * Event that fires each time the gizmo snaps to a new location.
  45915. * * snapDistance is the the change in distance
  45916. */
  45917. onSnapObservable: Observable<{
  45918. snapDistance: number;
  45919. }>;
  45920. private _isEnabled;
  45921. private _parent;
  45922. /**
  45923. * Creates a PlaneRotationGizmo
  45924. * @param gizmoLayer The utility layer the gizmo will be added to
  45925. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45926. * @param color The color of the gizmo
  45927. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45928. * @param useEulerRotation Use and update Euler angle instead of quaternion
  45929. */
  45930. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  45931. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45932. /**
  45933. * If the gizmo is enabled
  45934. */
  45935. isEnabled: boolean;
  45936. /**
  45937. * Disposes of the gizmo
  45938. */
  45939. dispose(): void;
  45940. }
  45941. }
  45942. declare module "babylonjs/Gizmos/rotationGizmo" {
  45943. import { Observable } from "babylonjs/Misc/observable";
  45944. import { Nullable } from "babylonjs/types";
  45945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45946. import { Mesh } from "babylonjs/Meshes/mesh";
  45947. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45948. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45949. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45950. /**
  45951. * Gizmo that enables rotating a mesh along 3 axis
  45952. */
  45953. export class RotationGizmo extends Gizmo {
  45954. /**
  45955. * Internal gizmo used for interactions on the x axis
  45956. */
  45957. xGizmo: PlaneRotationGizmo;
  45958. /**
  45959. * Internal gizmo used for interactions on the y axis
  45960. */
  45961. yGizmo: PlaneRotationGizmo;
  45962. /**
  45963. * Internal gizmo used for interactions on the z axis
  45964. */
  45965. zGizmo: PlaneRotationGizmo;
  45966. /** Fires an event when any of it's sub gizmos are dragged */
  45967. onDragStartObservable: Observable<unknown>;
  45968. /** Fires an event when any of it's sub gizmos are released from dragging */
  45969. onDragEndObservable: Observable<unknown>;
  45970. private _meshAttached;
  45971. attachedMesh: Nullable<AbstractMesh>;
  45972. /**
  45973. * Creates a RotationGizmo
  45974. * @param gizmoLayer The utility layer the gizmo will be added to
  45975. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45976. * @param useEulerRotation Use and update Euler angle instead of quaternion
  45977. */
  45978. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  45979. updateGizmoRotationToMatchAttachedMesh: boolean;
  45980. /**
  45981. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45982. */
  45983. snapDistance: number;
  45984. /**
  45985. * Ratio for the scale of the gizmo (Default: 1)
  45986. */
  45987. scaleRatio: number;
  45988. /**
  45989. * Disposes of the gizmo
  45990. */
  45991. dispose(): void;
  45992. /**
  45993. * CustomMeshes are not supported by this gizmo
  45994. * @param mesh The mesh to replace the default mesh of the gizmo
  45995. */
  45996. setCustomMesh(mesh: Mesh): void;
  45997. }
  45998. }
  45999. declare module "babylonjs/Gizmos/gizmoManager" {
  46000. import { Observable } from "babylonjs/Misc/observable";
  46001. import { Nullable } from "babylonjs/types";
  46002. import { Scene, IDisposable } from "babylonjs/scene";
  46003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46004. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46005. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46006. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46007. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46008. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46009. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46010. /**
  46011. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46012. */
  46013. export class GizmoManager implements IDisposable {
  46014. private scene;
  46015. /**
  46016. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46017. */
  46018. gizmos: {
  46019. positionGizmo: Nullable<PositionGizmo>;
  46020. rotationGizmo: Nullable<RotationGizmo>;
  46021. scaleGizmo: Nullable<ScaleGizmo>;
  46022. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46023. };
  46024. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46025. clearGizmoOnEmptyPointerEvent: boolean;
  46026. /** Fires an event when the manager is attached to a mesh */
  46027. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46028. private _gizmosEnabled;
  46029. private _pointerObserver;
  46030. private _attachedMesh;
  46031. private _boundingBoxColor;
  46032. private _defaultUtilityLayer;
  46033. private _defaultKeepDepthUtilityLayer;
  46034. /**
  46035. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46036. */
  46037. boundingBoxDragBehavior: SixDofDragBehavior;
  46038. /**
  46039. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46040. */
  46041. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46042. /**
  46043. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46044. */
  46045. usePointerToAttachGizmos: boolean;
  46046. /**
  46047. * Utility layer that the bounding box gizmo belongs to
  46048. */
  46049. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46050. /**
  46051. * Utility layer that all gizmos besides bounding box belong to
  46052. */
  46053. readonly utilityLayer: UtilityLayerRenderer;
  46054. /**
  46055. * Instatiates a gizmo manager
  46056. * @param scene the scene to overlay the gizmos on top of
  46057. */
  46058. constructor(scene: Scene);
  46059. /**
  46060. * Attaches a set of gizmos to the specified mesh
  46061. * @param mesh The mesh the gizmo's should be attached to
  46062. */
  46063. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46064. /**
  46065. * If the position gizmo is enabled
  46066. */
  46067. positionGizmoEnabled: boolean;
  46068. /**
  46069. * If the rotation gizmo is enabled
  46070. */
  46071. rotationGizmoEnabled: boolean;
  46072. /**
  46073. * If the scale gizmo is enabled
  46074. */
  46075. scaleGizmoEnabled: boolean;
  46076. /**
  46077. * If the boundingBox gizmo is enabled
  46078. */
  46079. boundingBoxGizmoEnabled: boolean;
  46080. /**
  46081. * Disposes of the gizmo manager
  46082. */
  46083. dispose(): void;
  46084. }
  46085. }
  46086. declare module "babylonjs/Lights/directionalLight" {
  46087. import { Camera } from "babylonjs/Cameras/camera";
  46088. import { Scene } from "babylonjs/scene";
  46089. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46091. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46092. import { Effect } from "babylonjs/Materials/effect";
  46093. /**
  46094. * A directional light is defined by a direction (what a surprise!).
  46095. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46096. * 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.
  46097. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46098. */
  46099. export class DirectionalLight extends ShadowLight {
  46100. private _shadowFrustumSize;
  46101. /**
  46102. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46103. */
  46104. /**
  46105. * Specifies a fix frustum size for the shadow generation.
  46106. */
  46107. shadowFrustumSize: number;
  46108. private _shadowOrthoScale;
  46109. /**
  46110. * Gets the shadow projection scale against the optimal computed one.
  46111. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46112. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46113. */
  46114. /**
  46115. * Sets the shadow projection scale against the optimal computed one.
  46116. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46117. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46118. */
  46119. shadowOrthoScale: number;
  46120. /**
  46121. * Automatically compute the projection matrix to best fit (including all the casters)
  46122. * on each frame.
  46123. */
  46124. autoUpdateExtends: boolean;
  46125. private _orthoLeft;
  46126. private _orthoRight;
  46127. private _orthoTop;
  46128. private _orthoBottom;
  46129. /**
  46130. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46131. * The directional light is emitted from everywhere in the given direction.
  46132. * It can cast shadows.
  46133. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46134. * @param name The friendly name of the light
  46135. * @param direction The direction of the light
  46136. * @param scene The scene the light belongs to
  46137. */
  46138. constructor(name: string, direction: Vector3, scene: Scene);
  46139. /**
  46140. * Returns the string "DirectionalLight".
  46141. * @return The class name
  46142. */
  46143. getClassName(): string;
  46144. /**
  46145. * Returns the integer 1.
  46146. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46147. */
  46148. getTypeID(): number;
  46149. /**
  46150. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46151. * Returns the DirectionalLight Shadow projection matrix.
  46152. */
  46153. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46154. /**
  46155. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46156. * Returns the DirectionalLight Shadow projection matrix.
  46157. */
  46158. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46159. /**
  46160. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46161. * Returns the DirectionalLight Shadow projection matrix.
  46162. */
  46163. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46164. protected _buildUniformLayout(): void;
  46165. /**
  46166. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46167. * @param effect The effect to update
  46168. * @param lightIndex The index of the light in the effect to update
  46169. * @returns The directional light
  46170. */
  46171. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46172. /**
  46173. * Gets the minZ used for shadow according to both the scene and the light.
  46174. *
  46175. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46176. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46177. * @param activeCamera The camera we are returning the min for
  46178. * @returns the depth min z
  46179. */
  46180. getDepthMinZ(activeCamera: Camera): number;
  46181. /**
  46182. * Gets the maxZ used for shadow according to both the scene and the light.
  46183. *
  46184. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46185. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46186. * @param activeCamera The camera we are returning the max for
  46187. * @returns the depth max z
  46188. */
  46189. getDepthMaxZ(activeCamera: Camera): number;
  46190. /**
  46191. * Prepares the list of defines specific to the light type.
  46192. * @param defines the list of defines
  46193. * @param lightIndex defines the index of the light for the effect
  46194. */
  46195. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46196. }
  46197. }
  46198. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46199. import { Mesh } from "babylonjs/Meshes/mesh";
  46200. /**
  46201. * Class containing static functions to help procedurally build meshes
  46202. */
  46203. export class HemisphereBuilder {
  46204. /**
  46205. * Creates a hemisphere mesh
  46206. * @param name defines the name of the mesh
  46207. * @param options defines the options used to create the mesh
  46208. * @param scene defines the hosting scene
  46209. * @returns the hemisphere mesh
  46210. */
  46211. static CreateHemisphere(name: string, options: {
  46212. segments?: number;
  46213. diameter?: number;
  46214. sideOrientation?: number;
  46215. }, scene: any): Mesh;
  46216. }
  46217. }
  46218. declare module "babylonjs/Lights/spotLight" {
  46219. import { Nullable } from "babylonjs/types";
  46220. import { Scene } from "babylonjs/scene";
  46221. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46223. import { Effect } from "babylonjs/Materials/effect";
  46224. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46225. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46226. /**
  46227. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46228. * These values define a cone of light starting from the position, emitting toward the direction.
  46229. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46230. * and the exponent defines the speed of the decay of the light with distance (reach).
  46231. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46232. */
  46233. export class SpotLight extends ShadowLight {
  46234. private _angle;
  46235. private _innerAngle;
  46236. private _cosHalfAngle;
  46237. private _lightAngleScale;
  46238. private _lightAngleOffset;
  46239. /**
  46240. * Gets the cone angle of the spot light in Radians.
  46241. */
  46242. /**
  46243. * Sets the cone angle of the spot light in Radians.
  46244. */
  46245. angle: number;
  46246. /**
  46247. * Only used in gltf falloff mode, this defines the angle where
  46248. * the directional falloff will start before cutting at angle which could be seen
  46249. * as outer angle.
  46250. */
  46251. /**
  46252. * Only used in gltf falloff mode, this defines the angle where
  46253. * the directional falloff will start before cutting at angle which could be seen
  46254. * as outer angle.
  46255. */
  46256. innerAngle: number;
  46257. private _shadowAngleScale;
  46258. /**
  46259. * Allows scaling the angle of the light for shadow generation only.
  46260. */
  46261. /**
  46262. * Allows scaling the angle of the light for shadow generation only.
  46263. */
  46264. shadowAngleScale: number;
  46265. /**
  46266. * The light decay speed with the distance from the emission spot.
  46267. */
  46268. exponent: number;
  46269. private _projectionTextureMatrix;
  46270. /**
  46271. * Allows reading the projecton texture
  46272. */
  46273. readonly projectionTextureMatrix: Matrix;
  46274. protected _projectionTextureLightNear: number;
  46275. /**
  46276. * Gets the near clip of the Spotlight for texture projection.
  46277. */
  46278. /**
  46279. * Sets the near clip of the Spotlight for texture projection.
  46280. */
  46281. projectionTextureLightNear: number;
  46282. protected _projectionTextureLightFar: number;
  46283. /**
  46284. * Gets the far clip of the Spotlight for texture projection.
  46285. */
  46286. /**
  46287. * Sets the far clip of the Spotlight for texture projection.
  46288. */
  46289. projectionTextureLightFar: number;
  46290. protected _projectionTextureUpDirection: Vector3;
  46291. /**
  46292. * Gets the Up vector of the Spotlight for texture projection.
  46293. */
  46294. /**
  46295. * Sets the Up vector of the Spotlight for texture projection.
  46296. */
  46297. projectionTextureUpDirection: Vector3;
  46298. private _projectionTexture;
  46299. /**
  46300. * Gets the projection texture of the light.
  46301. */
  46302. /**
  46303. * Sets the projection texture of the light.
  46304. */
  46305. projectionTexture: Nullable<BaseTexture>;
  46306. private _projectionTextureViewLightDirty;
  46307. private _projectionTextureProjectionLightDirty;
  46308. private _projectionTextureDirty;
  46309. private _projectionTextureViewTargetVector;
  46310. private _projectionTextureViewLightMatrix;
  46311. private _projectionTextureProjectionLightMatrix;
  46312. private _projectionTextureScalingMatrix;
  46313. /**
  46314. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46315. * It can cast shadows.
  46316. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46317. * @param name The light friendly name
  46318. * @param position The position of the spot light in the scene
  46319. * @param direction The direction of the light in the scene
  46320. * @param angle The cone angle of the light in Radians
  46321. * @param exponent The light decay speed with the distance from the emission spot
  46322. * @param scene The scene the lights belongs to
  46323. */
  46324. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46325. /**
  46326. * Returns the string "SpotLight".
  46327. * @returns the class name
  46328. */
  46329. getClassName(): string;
  46330. /**
  46331. * Returns the integer 2.
  46332. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46333. */
  46334. getTypeID(): number;
  46335. /**
  46336. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46337. */
  46338. protected _setDirection(value: Vector3): void;
  46339. /**
  46340. * Overrides the position setter to recompute the projection texture view light Matrix.
  46341. */
  46342. protected _setPosition(value: Vector3): void;
  46343. /**
  46344. * 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.
  46345. * Returns the SpotLight.
  46346. */
  46347. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46348. protected _computeProjectionTextureViewLightMatrix(): void;
  46349. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46350. /**
  46351. * Main function for light texture projection matrix computing.
  46352. */
  46353. protected _computeProjectionTextureMatrix(): void;
  46354. protected _buildUniformLayout(): void;
  46355. private _computeAngleValues;
  46356. /**
  46357. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46358. * @param effect The effect to update
  46359. * @param lightIndex The index of the light in the effect to update
  46360. * @returns The spot light
  46361. */
  46362. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46363. /**
  46364. * Disposes the light and the associated resources.
  46365. */
  46366. dispose(): void;
  46367. /**
  46368. * Prepares the list of defines specific to the light type.
  46369. * @param defines the list of defines
  46370. * @param lightIndex defines the index of the light for the effect
  46371. */
  46372. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46373. }
  46374. }
  46375. declare module "babylonjs/Gizmos/lightGizmo" {
  46376. import { Nullable } from "babylonjs/types";
  46377. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46378. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46379. import { Light } from "babylonjs/Lights/light";
  46380. /**
  46381. * Gizmo that enables viewing a light
  46382. */
  46383. export class LightGizmo extends Gizmo {
  46384. private _lightMesh;
  46385. private _material;
  46386. private cachedPosition;
  46387. private cachedForward;
  46388. /**
  46389. * Creates a LightGizmo
  46390. * @param gizmoLayer The utility layer the gizmo will be added to
  46391. */
  46392. constructor(gizmoLayer?: UtilityLayerRenderer);
  46393. private _light;
  46394. /**
  46395. * The light that the gizmo is attached to
  46396. */
  46397. light: Nullable<Light>;
  46398. /**
  46399. * @hidden
  46400. * Updates the gizmo to match the attached mesh's position/rotation
  46401. */
  46402. protected _update(): void;
  46403. private static _Scale;
  46404. /**
  46405. * Creates the lines for a light mesh
  46406. */
  46407. private static _createLightLines;
  46408. /**
  46409. * Disposes of the light gizmo
  46410. */
  46411. dispose(): void;
  46412. private static _CreateHemisphericLightMesh;
  46413. private static _CreatePointLightMesh;
  46414. private static _CreateSpotLightMesh;
  46415. private static _CreateDirectionalLightMesh;
  46416. }
  46417. }
  46418. declare module "babylonjs/Gizmos/index" {
  46419. export * from "babylonjs/Gizmos/axisDragGizmo";
  46420. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46421. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46422. export * from "babylonjs/Gizmos/gizmo";
  46423. export * from "babylonjs/Gizmos/gizmoManager";
  46424. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46425. export * from "babylonjs/Gizmos/positionGizmo";
  46426. export * from "babylonjs/Gizmos/rotationGizmo";
  46427. export * from "babylonjs/Gizmos/scaleGizmo";
  46428. export * from "babylonjs/Gizmos/lightGizmo";
  46429. export * from "babylonjs/Gizmos/planeDragGizmo";
  46430. }
  46431. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46432. /** @hidden */
  46433. export var backgroundFragmentDeclaration: {
  46434. name: string;
  46435. shader: string;
  46436. };
  46437. }
  46438. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46439. /** @hidden */
  46440. export var backgroundUboDeclaration: {
  46441. name: string;
  46442. shader: string;
  46443. };
  46444. }
  46445. declare module "babylonjs/Shaders/background.fragment" {
  46446. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46447. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46448. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46449. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46450. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46451. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46452. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46453. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46454. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46455. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46456. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46457. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46458. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46459. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46460. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46461. /** @hidden */
  46462. export var backgroundPixelShader: {
  46463. name: string;
  46464. shader: string;
  46465. };
  46466. }
  46467. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46468. /** @hidden */
  46469. export var backgroundVertexDeclaration: {
  46470. name: string;
  46471. shader: string;
  46472. };
  46473. }
  46474. declare module "babylonjs/Shaders/background.vertex" {
  46475. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46476. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46477. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46478. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46479. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46480. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46481. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46482. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46483. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46484. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46485. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46486. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46487. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46488. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46489. /** @hidden */
  46490. export var backgroundVertexShader: {
  46491. name: string;
  46492. shader: string;
  46493. };
  46494. }
  46495. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46496. import { Nullable, int, float } from "babylonjs/types";
  46497. import { Scene } from "babylonjs/scene";
  46498. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46499. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46500. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46501. import { Mesh } from "babylonjs/Meshes/mesh";
  46502. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46503. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46504. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46505. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46506. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46507. import { Color3 } from "babylonjs/Maths/math.color";
  46508. import "babylonjs/Shaders/background.fragment";
  46509. import "babylonjs/Shaders/background.vertex";
  46510. /**
  46511. * Background material used to create an efficient environement around your scene.
  46512. */
  46513. export class BackgroundMaterial extends PushMaterial {
  46514. /**
  46515. * Standard reflectance value at parallel view angle.
  46516. */
  46517. static StandardReflectance0: number;
  46518. /**
  46519. * Standard reflectance value at grazing angle.
  46520. */
  46521. static StandardReflectance90: number;
  46522. protected _primaryColor: Color3;
  46523. /**
  46524. * Key light Color (multiply against the environement texture)
  46525. */
  46526. primaryColor: Color3;
  46527. protected __perceptualColor: Nullable<Color3>;
  46528. /**
  46529. * Experimental Internal Use Only.
  46530. *
  46531. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46532. * This acts as a helper to set the primary color to a more "human friendly" value.
  46533. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46534. * output color as close as possible from the chosen value.
  46535. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46536. * part of lighting setup.)
  46537. */
  46538. _perceptualColor: Nullable<Color3>;
  46539. protected _primaryColorShadowLevel: float;
  46540. /**
  46541. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46542. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46543. */
  46544. primaryColorShadowLevel: float;
  46545. protected _primaryColorHighlightLevel: float;
  46546. /**
  46547. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46548. * The primary color is used at the level chosen to define what the white area would look.
  46549. */
  46550. primaryColorHighlightLevel: float;
  46551. protected _reflectionTexture: Nullable<BaseTexture>;
  46552. /**
  46553. * Reflection Texture used in the material.
  46554. * Should be author in a specific way for the best result (refer to the documentation).
  46555. */
  46556. reflectionTexture: Nullable<BaseTexture>;
  46557. protected _reflectionBlur: float;
  46558. /**
  46559. * Reflection Texture level of blur.
  46560. *
  46561. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46562. * texture twice.
  46563. */
  46564. reflectionBlur: float;
  46565. protected _diffuseTexture: Nullable<BaseTexture>;
  46566. /**
  46567. * Diffuse Texture used in the material.
  46568. * Should be author in a specific way for the best result (refer to the documentation).
  46569. */
  46570. diffuseTexture: Nullable<BaseTexture>;
  46571. protected _shadowLights: Nullable<IShadowLight[]>;
  46572. /**
  46573. * Specify the list of lights casting shadow on the material.
  46574. * All scene shadow lights will be included if null.
  46575. */
  46576. shadowLights: Nullable<IShadowLight[]>;
  46577. protected _shadowLevel: float;
  46578. /**
  46579. * Helps adjusting the shadow to a softer level if required.
  46580. * 0 means black shadows and 1 means no shadows.
  46581. */
  46582. shadowLevel: float;
  46583. protected _sceneCenter: Vector3;
  46584. /**
  46585. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46586. * It is usually zero but might be interesting to modify according to your setup.
  46587. */
  46588. sceneCenter: Vector3;
  46589. protected _opacityFresnel: boolean;
  46590. /**
  46591. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46592. * This helps ensuring a nice transition when the camera goes under the ground.
  46593. */
  46594. opacityFresnel: boolean;
  46595. protected _reflectionFresnel: boolean;
  46596. /**
  46597. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46598. * This helps adding a mirror texture on the ground.
  46599. */
  46600. reflectionFresnel: boolean;
  46601. protected _reflectionFalloffDistance: number;
  46602. /**
  46603. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46604. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46605. */
  46606. reflectionFalloffDistance: number;
  46607. protected _reflectionAmount: number;
  46608. /**
  46609. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46610. */
  46611. reflectionAmount: number;
  46612. protected _reflectionReflectance0: number;
  46613. /**
  46614. * This specifies the weight of the reflection at grazing angle.
  46615. */
  46616. reflectionReflectance0: number;
  46617. protected _reflectionReflectance90: number;
  46618. /**
  46619. * This specifies the weight of the reflection at a perpendicular point of view.
  46620. */
  46621. reflectionReflectance90: number;
  46622. /**
  46623. * Sets the reflection reflectance fresnel values according to the default standard
  46624. * empirically know to work well :-)
  46625. */
  46626. reflectionStandardFresnelWeight: number;
  46627. protected _useRGBColor: boolean;
  46628. /**
  46629. * Helps to directly use the maps channels instead of their level.
  46630. */
  46631. useRGBColor: boolean;
  46632. protected _enableNoise: boolean;
  46633. /**
  46634. * This helps reducing the banding effect that could occur on the background.
  46635. */
  46636. enableNoise: boolean;
  46637. /**
  46638. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46639. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46640. * Recommended to be keep at 1.0 except for special cases.
  46641. */
  46642. fovMultiplier: number;
  46643. private _fovMultiplier;
  46644. /**
  46645. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46646. */
  46647. useEquirectangularFOV: boolean;
  46648. private _maxSimultaneousLights;
  46649. /**
  46650. * Number of Simultaneous lights allowed on the material.
  46651. */
  46652. maxSimultaneousLights: int;
  46653. /**
  46654. * Default configuration related to image processing available in the Background Material.
  46655. */
  46656. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46657. /**
  46658. * Keep track of the image processing observer to allow dispose and replace.
  46659. */
  46660. private _imageProcessingObserver;
  46661. /**
  46662. * Attaches a new image processing configuration to the PBR Material.
  46663. * @param configuration (if null the scene configuration will be use)
  46664. */
  46665. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46666. /**
  46667. * Gets the image processing configuration used either in this material.
  46668. */
  46669. /**
  46670. * Sets the Default image processing configuration used either in the this material.
  46671. *
  46672. * If sets to null, the scene one is in use.
  46673. */
  46674. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46675. /**
  46676. * Gets wether the color curves effect is enabled.
  46677. */
  46678. /**
  46679. * Sets wether the color curves effect is enabled.
  46680. */
  46681. cameraColorCurvesEnabled: boolean;
  46682. /**
  46683. * Gets wether the color grading effect is enabled.
  46684. */
  46685. /**
  46686. * Gets wether the color grading effect is enabled.
  46687. */
  46688. cameraColorGradingEnabled: boolean;
  46689. /**
  46690. * Gets wether tonemapping is enabled or not.
  46691. */
  46692. /**
  46693. * Sets wether tonemapping is enabled or not
  46694. */
  46695. cameraToneMappingEnabled: boolean;
  46696. /**
  46697. * The camera exposure used on this material.
  46698. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46699. * This corresponds to a photographic exposure.
  46700. */
  46701. /**
  46702. * The camera exposure used on this material.
  46703. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46704. * This corresponds to a photographic exposure.
  46705. */
  46706. cameraExposure: float;
  46707. /**
  46708. * Gets The camera contrast used on this material.
  46709. */
  46710. /**
  46711. * Sets The camera contrast used on this material.
  46712. */
  46713. cameraContrast: float;
  46714. /**
  46715. * Gets the Color Grading 2D Lookup Texture.
  46716. */
  46717. /**
  46718. * Sets the Color Grading 2D Lookup Texture.
  46719. */
  46720. cameraColorGradingTexture: Nullable<BaseTexture>;
  46721. /**
  46722. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46723. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46724. * 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;
  46725. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46726. */
  46727. /**
  46728. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46729. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46730. * 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;
  46731. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46732. */
  46733. cameraColorCurves: Nullable<ColorCurves>;
  46734. /**
  46735. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46736. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46737. */
  46738. switchToBGR: boolean;
  46739. private _renderTargets;
  46740. private _reflectionControls;
  46741. private _white;
  46742. private _primaryShadowColor;
  46743. private _primaryHighlightColor;
  46744. /**
  46745. * Instantiates a Background Material in the given scene
  46746. * @param name The friendly name of the material
  46747. * @param scene The scene to add the material to
  46748. */
  46749. constructor(name: string, scene: Scene);
  46750. /**
  46751. * Gets a boolean indicating that current material needs to register RTT
  46752. */
  46753. readonly hasRenderTargetTextures: boolean;
  46754. /**
  46755. * The entire material has been created in order to prevent overdraw.
  46756. * @returns false
  46757. */
  46758. needAlphaTesting(): boolean;
  46759. /**
  46760. * The entire material has been created in order to prevent overdraw.
  46761. * @returns true if blending is enable
  46762. */
  46763. needAlphaBlending(): boolean;
  46764. /**
  46765. * Checks wether the material is ready to be rendered for a given mesh.
  46766. * @param mesh The mesh to render
  46767. * @param subMesh The submesh to check against
  46768. * @param useInstances Specify wether or not the material is used with instances
  46769. * @returns true if all the dependencies are ready (Textures, Effects...)
  46770. */
  46771. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46772. /**
  46773. * Compute the primary color according to the chosen perceptual color.
  46774. */
  46775. private _computePrimaryColorFromPerceptualColor;
  46776. /**
  46777. * Compute the highlights and shadow colors according to their chosen levels.
  46778. */
  46779. private _computePrimaryColors;
  46780. /**
  46781. * Build the uniform buffer used in the material.
  46782. */
  46783. buildUniformLayout(): void;
  46784. /**
  46785. * Unbind the material.
  46786. */
  46787. unbind(): void;
  46788. /**
  46789. * Bind only the world matrix to the material.
  46790. * @param world The world matrix to bind.
  46791. */
  46792. bindOnlyWorldMatrix(world: Matrix): void;
  46793. /**
  46794. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46795. * @param world The world matrix to bind.
  46796. * @param subMesh The submesh to bind for.
  46797. */
  46798. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46799. /**
  46800. * Dispose the material.
  46801. * @param forceDisposeEffect Force disposal of the associated effect.
  46802. * @param forceDisposeTextures Force disposal of the associated textures.
  46803. */
  46804. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46805. /**
  46806. * Clones the material.
  46807. * @param name The cloned name.
  46808. * @returns The cloned material.
  46809. */
  46810. clone(name: string): BackgroundMaterial;
  46811. /**
  46812. * Serializes the current material to its JSON representation.
  46813. * @returns The JSON representation.
  46814. */
  46815. serialize(): any;
  46816. /**
  46817. * Gets the class name of the material
  46818. * @returns "BackgroundMaterial"
  46819. */
  46820. getClassName(): string;
  46821. /**
  46822. * Parse a JSON input to create back a background material.
  46823. * @param source The JSON data to parse
  46824. * @param scene The scene to create the parsed material in
  46825. * @param rootUrl The root url of the assets the material depends upon
  46826. * @returns the instantiated BackgroundMaterial.
  46827. */
  46828. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46829. }
  46830. }
  46831. declare module "babylonjs/Helpers/environmentHelper" {
  46832. import { Observable } from "babylonjs/Misc/observable";
  46833. import { Nullable } from "babylonjs/types";
  46834. import { Scene } from "babylonjs/scene";
  46835. import { Vector3 } from "babylonjs/Maths/math.vector";
  46836. import { Color3 } from "babylonjs/Maths/math.color";
  46837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46838. import { Mesh } from "babylonjs/Meshes/mesh";
  46839. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46840. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46841. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46842. import "babylonjs/Meshes/Builders/planeBuilder";
  46843. import "babylonjs/Meshes/Builders/boxBuilder";
  46844. /**
  46845. * Represents the different options available during the creation of
  46846. * a Environment helper.
  46847. *
  46848. * This can control the default ground, skybox and image processing setup of your scene.
  46849. */
  46850. export interface IEnvironmentHelperOptions {
  46851. /**
  46852. * Specifies wether or not to create a ground.
  46853. * True by default.
  46854. */
  46855. createGround: boolean;
  46856. /**
  46857. * Specifies the ground size.
  46858. * 15 by default.
  46859. */
  46860. groundSize: number;
  46861. /**
  46862. * The texture used on the ground for the main color.
  46863. * Comes from the BabylonJS CDN by default.
  46864. *
  46865. * Remarks: Can be either a texture or a url.
  46866. */
  46867. groundTexture: string | BaseTexture;
  46868. /**
  46869. * The color mixed in the ground texture by default.
  46870. * BabylonJS clearColor by default.
  46871. */
  46872. groundColor: Color3;
  46873. /**
  46874. * Specifies the ground opacity.
  46875. * 1 by default.
  46876. */
  46877. groundOpacity: number;
  46878. /**
  46879. * Enables the ground to receive shadows.
  46880. * True by default.
  46881. */
  46882. enableGroundShadow: boolean;
  46883. /**
  46884. * Helps preventing the shadow to be fully black on the ground.
  46885. * 0.5 by default.
  46886. */
  46887. groundShadowLevel: number;
  46888. /**
  46889. * Creates a mirror texture attach to the ground.
  46890. * false by default.
  46891. */
  46892. enableGroundMirror: boolean;
  46893. /**
  46894. * Specifies the ground mirror size ratio.
  46895. * 0.3 by default as the default kernel is 64.
  46896. */
  46897. groundMirrorSizeRatio: number;
  46898. /**
  46899. * Specifies the ground mirror blur kernel size.
  46900. * 64 by default.
  46901. */
  46902. groundMirrorBlurKernel: number;
  46903. /**
  46904. * Specifies the ground mirror visibility amount.
  46905. * 1 by default
  46906. */
  46907. groundMirrorAmount: number;
  46908. /**
  46909. * Specifies the ground mirror reflectance weight.
  46910. * This uses the standard weight of the background material to setup the fresnel effect
  46911. * of the mirror.
  46912. * 1 by default.
  46913. */
  46914. groundMirrorFresnelWeight: number;
  46915. /**
  46916. * Specifies the ground mirror Falloff distance.
  46917. * This can helps reducing the size of the reflection.
  46918. * 0 by Default.
  46919. */
  46920. groundMirrorFallOffDistance: number;
  46921. /**
  46922. * Specifies the ground mirror texture type.
  46923. * Unsigned Int by Default.
  46924. */
  46925. groundMirrorTextureType: number;
  46926. /**
  46927. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46928. * the shown objects.
  46929. */
  46930. groundYBias: number;
  46931. /**
  46932. * Specifies wether or not to create a skybox.
  46933. * True by default.
  46934. */
  46935. createSkybox: boolean;
  46936. /**
  46937. * Specifies the skybox size.
  46938. * 20 by default.
  46939. */
  46940. skyboxSize: number;
  46941. /**
  46942. * The texture used on the skybox for the main color.
  46943. * Comes from the BabylonJS CDN by default.
  46944. *
  46945. * Remarks: Can be either a texture or a url.
  46946. */
  46947. skyboxTexture: string | BaseTexture;
  46948. /**
  46949. * The color mixed in the skybox texture by default.
  46950. * BabylonJS clearColor by default.
  46951. */
  46952. skyboxColor: Color3;
  46953. /**
  46954. * The background rotation around the Y axis of the scene.
  46955. * This helps aligning the key lights of your scene with the background.
  46956. * 0 by default.
  46957. */
  46958. backgroundYRotation: number;
  46959. /**
  46960. * Compute automatically the size of the elements to best fit with the scene.
  46961. */
  46962. sizeAuto: boolean;
  46963. /**
  46964. * Default position of the rootMesh if autoSize is not true.
  46965. */
  46966. rootPosition: Vector3;
  46967. /**
  46968. * Sets up the image processing in the scene.
  46969. * true by default.
  46970. */
  46971. setupImageProcessing: boolean;
  46972. /**
  46973. * The texture used as your environment texture in the scene.
  46974. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46975. *
  46976. * Remarks: Can be either a texture or a url.
  46977. */
  46978. environmentTexture: string | BaseTexture;
  46979. /**
  46980. * The value of the exposure to apply to the scene.
  46981. * 0.6 by default if setupImageProcessing is true.
  46982. */
  46983. cameraExposure: number;
  46984. /**
  46985. * The value of the contrast to apply to the scene.
  46986. * 1.6 by default if setupImageProcessing is true.
  46987. */
  46988. cameraContrast: number;
  46989. /**
  46990. * Specifies wether or not tonemapping should be enabled in the scene.
  46991. * true by default if setupImageProcessing is true.
  46992. */
  46993. toneMappingEnabled: boolean;
  46994. }
  46995. /**
  46996. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46997. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46998. * It also helps with the default setup of your imageProcessing configuration.
  46999. */
  47000. export class EnvironmentHelper {
  47001. /**
  47002. * Default ground texture URL.
  47003. */
  47004. private static _groundTextureCDNUrl;
  47005. /**
  47006. * Default skybox texture URL.
  47007. */
  47008. private static _skyboxTextureCDNUrl;
  47009. /**
  47010. * Default environment texture URL.
  47011. */
  47012. private static _environmentTextureCDNUrl;
  47013. /**
  47014. * Creates the default options for the helper.
  47015. */
  47016. private static _getDefaultOptions;
  47017. private _rootMesh;
  47018. /**
  47019. * Gets the root mesh created by the helper.
  47020. */
  47021. readonly rootMesh: Mesh;
  47022. private _skybox;
  47023. /**
  47024. * Gets the skybox created by the helper.
  47025. */
  47026. readonly skybox: Nullable<Mesh>;
  47027. private _skyboxTexture;
  47028. /**
  47029. * Gets the skybox texture created by the helper.
  47030. */
  47031. readonly skyboxTexture: Nullable<BaseTexture>;
  47032. private _skyboxMaterial;
  47033. /**
  47034. * Gets the skybox material created by the helper.
  47035. */
  47036. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47037. private _ground;
  47038. /**
  47039. * Gets the ground mesh created by the helper.
  47040. */
  47041. readonly ground: Nullable<Mesh>;
  47042. private _groundTexture;
  47043. /**
  47044. * Gets the ground texture created by the helper.
  47045. */
  47046. readonly groundTexture: Nullable<BaseTexture>;
  47047. private _groundMirror;
  47048. /**
  47049. * Gets the ground mirror created by the helper.
  47050. */
  47051. readonly groundMirror: Nullable<MirrorTexture>;
  47052. /**
  47053. * Gets the ground mirror render list to helps pushing the meshes
  47054. * you wish in the ground reflection.
  47055. */
  47056. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47057. private _groundMaterial;
  47058. /**
  47059. * Gets the ground material created by the helper.
  47060. */
  47061. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47062. /**
  47063. * Stores the creation options.
  47064. */
  47065. private readonly _scene;
  47066. private _options;
  47067. /**
  47068. * This observable will be notified with any error during the creation of the environment,
  47069. * mainly texture creation errors.
  47070. */
  47071. onErrorObservable: Observable<{
  47072. message?: string;
  47073. exception?: any;
  47074. }>;
  47075. /**
  47076. * constructor
  47077. * @param options Defines the options we want to customize the helper
  47078. * @param scene The scene to add the material to
  47079. */
  47080. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47081. /**
  47082. * Updates the background according to the new options
  47083. * @param options
  47084. */
  47085. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47086. /**
  47087. * Sets the primary color of all the available elements.
  47088. * @param color the main color to affect to the ground and the background
  47089. */
  47090. setMainColor(color: Color3): void;
  47091. /**
  47092. * Setup the image processing according to the specified options.
  47093. */
  47094. private _setupImageProcessing;
  47095. /**
  47096. * Setup the environment texture according to the specified options.
  47097. */
  47098. private _setupEnvironmentTexture;
  47099. /**
  47100. * Setup the background according to the specified options.
  47101. */
  47102. private _setupBackground;
  47103. /**
  47104. * Get the scene sizes according to the setup.
  47105. */
  47106. private _getSceneSize;
  47107. /**
  47108. * Setup the ground according to the specified options.
  47109. */
  47110. private _setupGround;
  47111. /**
  47112. * Setup the ground material according to the specified options.
  47113. */
  47114. private _setupGroundMaterial;
  47115. /**
  47116. * Setup the ground diffuse texture according to the specified options.
  47117. */
  47118. private _setupGroundDiffuseTexture;
  47119. /**
  47120. * Setup the ground mirror texture according to the specified options.
  47121. */
  47122. private _setupGroundMirrorTexture;
  47123. /**
  47124. * Setup the ground to receive the mirror texture.
  47125. */
  47126. private _setupMirrorInGroundMaterial;
  47127. /**
  47128. * Setup the skybox according to the specified options.
  47129. */
  47130. private _setupSkybox;
  47131. /**
  47132. * Setup the skybox material according to the specified options.
  47133. */
  47134. private _setupSkyboxMaterial;
  47135. /**
  47136. * Setup the skybox reflection texture according to the specified options.
  47137. */
  47138. private _setupSkyboxReflectionTexture;
  47139. private _errorHandler;
  47140. /**
  47141. * Dispose all the elements created by the Helper.
  47142. */
  47143. dispose(): void;
  47144. }
  47145. }
  47146. declare module "babylonjs/Helpers/photoDome" {
  47147. import { Observable } from "babylonjs/Misc/observable";
  47148. import { Nullable } from "babylonjs/types";
  47149. import { Scene } from "babylonjs/scene";
  47150. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47151. import { Mesh } from "babylonjs/Meshes/mesh";
  47152. import { Texture } from "babylonjs/Materials/Textures/texture";
  47153. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47154. import "babylonjs/Meshes/Builders/sphereBuilder";
  47155. /**
  47156. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47157. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47158. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47159. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47160. */
  47161. export class PhotoDome extends TransformNode {
  47162. /**
  47163. * Define the image as a Monoscopic panoramic 360 image.
  47164. */
  47165. static readonly MODE_MONOSCOPIC: number;
  47166. /**
  47167. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47168. */
  47169. static readonly MODE_TOPBOTTOM: number;
  47170. /**
  47171. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47172. */
  47173. static readonly MODE_SIDEBYSIDE: number;
  47174. private _useDirectMapping;
  47175. /**
  47176. * The texture being displayed on the sphere
  47177. */
  47178. protected _photoTexture: Texture;
  47179. /**
  47180. * Gets or sets the texture being displayed on the sphere
  47181. */
  47182. photoTexture: Texture;
  47183. /**
  47184. * Observable raised when an error occured while loading the 360 image
  47185. */
  47186. onLoadErrorObservable: Observable<string>;
  47187. /**
  47188. * The skybox material
  47189. */
  47190. protected _material: BackgroundMaterial;
  47191. /**
  47192. * The surface used for the skybox
  47193. */
  47194. protected _mesh: Mesh;
  47195. /**
  47196. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47197. * Also see the options.resolution property.
  47198. */
  47199. fovMultiplier: number;
  47200. private _imageMode;
  47201. /**
  47202. * Gets or set the current video mode for the video. It can be:
  47203. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47204. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47205. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47206. */
  47207. imageMode: number;
  47208. /**
  47209. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47210. * @param name Element's name, child elements will append suffixes for their own names.
  47211. * @param urlsOfPhoto defines the url of the photo to display
  47212. * @param options defines an object containing optional or exposed sub element properties
  47213. * @param onError defines a callback called when an error occured while loading the texture
  47214. */
  47215. constructor(name: string, urlOfPhoto: string, options: {
  47216. resolution?: number;
  47217. size?: number;
  47218. useDirectMapping?: boolean;
  47219. faceForward?: boolean;
  47220. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47221. private _onBeforeCameraRenderObserver;
  47222. private _changeImageMode;
  47223. /**
  47224. * Releases resources associated with this node.
  47225. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47226. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47227. */
  47228. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47229. }
  47230. }
  47231. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47232. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47233. /** @hidden */
  47234. export var rgbdDecodePixelShader: {
  47235. name: string;
  47236. shader: string;
  47237. };
  47238. }
  47239. declare module "babylonjs/Misc/brdfTextureTools" {
  47240. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47241. import { Scene } from "babylonjs/scene";
  47242. import "babylonjs/Shaders/rgbdDecode.fragment";
  47243. /**
  47244. * Class used to host texture specific utilities
  47245. */
  47246. export class BRDFTextureTools {
  47247. /**
  47248. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  47249. * @param texture the texture to expand.
  47250. */
  47251. private static _ExpandDefaultBRDFTexture;
  47252. /**
  47253. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47254. * @param scene defines the hosting scene
  47255. * @returns the environment BRDF texture
  47256. */
  47257. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47258. private static _environmentBRDFBase64Texture;
  47259. }
  47260. }
  47261. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47262. import { Nullable } from "babylonjs/types";
  47263. import { Color3 } from "babylonjs/Maths/math.color";
  47264. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47265. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47266. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47267. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47268. import { Engine } from "babylonjs/Engines/engine";
  47269. import { Scene } from "babylonjs/scene";
  47270. /**
  47271. * @hidden
  47272. */
  47273. export interface IMaterialClearCoatDefines {
  47274. CLEARCOAT: boolean;
  47275. CLEARCOAT_DEFAULTIOR: boolean;
  47276. CLEARCOAT_TEXTURE: boolean;
  47277. CLEARCOAT_TEXTUREDIRECTUV: number;
  47278. CLEARCOAT_BUMP: boolean;
  47279. CLEARCOAT_BUMPDIRECTUV: number;
  47280. CLEARCOAT_TINT: boolean;
  47281. CLEARCOAT_TINT_TEXTURE: boolean;
  47282. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47283. /** @hidden */
  47284. _areTexturesDirty: boolean;
  47285. }
  47286. /**
  47287. * Define the code related to the clear coat parameters of the pbr material.
  47288. */
  47289. export class PBRClearCoatConfiguration {
  47290. /**
  47291. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47292. * The default fits with a polyurethane material.
  47293. */
  47294. private static readonly _DefaultIndexOfRefraction;
  47295. private _isEnabled;
  47296. /**
  47297. * Defines if the clear coat is enabled in the material.
  47298. */
  47299. isEnabled: boolean;
  47300. /**
  47301. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47302. */
  47303. intensity: number;
  47304. /**
  47305. * Defines the clear coat layer roughness.
  47306. */
  47307. roughness: number;
  47308. private _indexOfRefraction;
  47309. /**
  47310. * Defines the index of refraction of the clear coat.
  47311. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47312. * The default fits with a polyurethane material.
  47313. * Changing the default value is more performance intensive.
  47314. */
  47315. indexOfRefraction: number;
  47316. private _texture;
  47317. /**
  47318. * Stores the clear coat values in a texture.
  47319. */
  47320. texture: Nullable<BaseTexture>;
  47321. private _bumpTexture;
  47322. /**
  47323. * Define the clear coat specific bump texture.
  47324. */
  47325. bumpTexture: Nullable<BaseTexture>;
  47326. private _isTintEnabled;
  47327. /**
  47328. * Defines if the clear coat tint is enabled in the material.
  47329. */
  47330. isTintEnabled: boolean;
  47331. /**
  47332. * Defines the clear coat tint of the material.
  47333. * This is only use if tint is enabled
  47334. */
  47335. tintColor: Color3;
  47336. /**
  47337. * Defines the distance at which the tint color should be found in the
  47338. * clear coat media.
  47339. * This is only use if tint is enabled
  47340. */
  47341. tintColorAtDistance: number;
  47342. /**
  47343. * Defines the clear coat layer thickness.
  47344. * This is only use if tint is enabled
  47345. */
  47346. tintThickness: number;
  47347. private _tintTexture;
  47348. /**
  47349. * Stores the clear tint values in a texture.
  47350. * rgb is tint
  47351. * a is a thickness factor
  47352. */
  47353. tintTexture: Nullable<BaseTexture>;
  47354. /** @hidden */
  47355. private _internalMarkAllSubMeshesAsTexturesDirty;
  47356. /** @hidden */
  47357. _markAllSubMeshesAsTexturesDirty(): void;
  47358. /**
  47359. * Instantiate a new istance of clear coat configuration.
  47360. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47361. */
  47362. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47363. /**
  47364. * Gets wehter the submesh is ready to be used or not.
  47365. * @param defines the list of "defines" to update.
  47366. * @param scene defines the scene the material belongs to.
  47367. * @param engine defines the engine the material belongs to.
  47368. * @param disableBumpMap defines wether the material disables bump or not.
  47369. * @returns - boolean indicating that the submesh is ready or not.
  47370. */
  47371. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47372. /**
  47373. * Checks to see if a texture is used in the material.
  47374. * @param defines the list of "defines" to update.
  47375. * @param scene defines the scene to the material belongs to.
  47376. */
  47377. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47378. /**
  47379. * Binds the material data.
  47380. * @param uniformBuffer defines the Uniform buffer to fill in.
  47381. * @param scene defines the scene the material belongs to.
  47382. * @param engine defines the engine the material belongs to.
  47383. * @param disableBumpMap defines wether the material disables bump or not.
  47384. * @param isFrozen defines wether the material is frozen or not.
  47385. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47386. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47387. */
  47388. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47389. /**
  47390. * Checks to see if a texture is used in the material.
  47391. * @param texture - Base texture to use.
  47392. * @returns - Boolean specifying if a texture is used in the material.
  47393. */
  47394. hasTexture(texture: BaseTexture): boolean;
  47395. /**
  47396. * Returns an array of the actively used textures.
  47397. * @param activeTextures Array of BaseTextures
  47398. */
  47399. getActiveTextures(activeTextures: BaseTexture[]): void;
  47400. /**
  47401. * Returns the animatable textures.
  47402. * @param animatables Array of animatable textures.
  47403. */
  47404. getAnimatables(animatables: IAnimatable[]): void;
  47405. /**
  47406. * Disposes the resources of the material.
  47407. * @param forceDisposeTextures - Forces the disposal of all textures.
  47408. */
  47409. dispose(forceDisposeTextures?: boolean): void;
  47410. /**
  47411. * Get the current class name of the texture useful for serialization or dynamic coding.
  47412. * @returns "PBRClearCoatConfiguration"
  47413. */
  47414. getClassName(): string;
  47415. /**
  47416. * Add fallbacks to the effect fallbacks list.
  47417. * @param defines defines the Base texture to use.
  47418. * @param fallbacks defines the current fallback list.
  47419. * @param currentRank defines the current fallback rank.
  47420. * @returns the new fallback rank.
  47421. */
  47422. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47423. /**
  47424. * Add the required uniforms to the current list.
  47425. * @param uniforms defines the current uniform list.
  47426. */
  47427. static AddUniforms(uniforms: string[]): void;
  47428. /**
  47429. * Add the required samplers to the current list.
  47430. * @param samplers defines the current sampler list.
  47431. */
  47432. static AddSamplers(samplers: string[]): void;
  47433. /**
  47434. * Add the required uniforms to the current buffer.
  47435. * @param uniformBuffer defines the current uniform buffer.
  47436. */
  47437. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47438. /**
  47439. * Makes a duplicate of the current configuration into another one.
  47440. * @param clearCoatConfiguration define the config where to copy the info
  47441. */
  47442. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47443. /**
  47444. * Serializes this clear coat configuration.
  47445. * @returns - An object with the serialized config.
  47446. */
  47447. serialize(): any;
  47448. /**
  47449. * Parses a anisotropy Configuration from a serialized object.
  47450. * @param source - Serialized object.
  47451. * @param scene Defines the scene we are parsing for
  47452. * @param rootUrl Defines the rootUrl to load from
  47453. */
  47454. parse(source: any, scene: Scene, rootUrl: string): void;
  47455. }
  47456. }
  47457. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47458. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47459. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47460. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47461. import { Vector2 } from "babylonjs/Maths/math.vector";
  47462. import { Scene } from "babylonjs/scene";
  47463. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47464. import { Nullable } from "babylonjs/types";
  47465. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47466. /**
  47467. * @hidden
  47468. */
  47469. export interface IMaterialAnisotropicDefines {
  47470. ANISOTROPIC: boolean;
  47471. ANISOTROPIC_TEXTURE: boolean;
  47472. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47473. MAINUV1: boolean;
  47474. _areTexturesDirty: boolean;
  47475. _needUVs: boolean;
  47476. }
  47477. /**
  47478. * Define the code related to the anisotropic parameters of the pbr material.
  47479. */
  47480. export class PBRAnisotropicConfiguration {
  47481. private _isEnabled;
  47482. /**
  47483. * Defines if the anisotropy is enabled in the material.
  47484. */
  47485. isEnabled: boolean;
  47486. /**
  47487. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47488. */
  47489. intensity: number;
  47490. /**
  47491. * Defines if the effect is along the tangents, bitangents or in between.
  47492. * By default, the effect is "strectching" the highlights along the tangents.
  47493. */
  47494. direction: Vector2;
  47495. private _texture;
  47496. /**
  47497. * Stores the anisotropy values in a texture.
  47498. * rg is direction (like normal from -1 to 1)
  47499. * b is a intensity
  47500. */
  47501. texture: Nullable<BaseTexture>;
  47502. /** @hidden */
  47503. private _internalMarkAllSubMeshesAsTexturesDirty;
  47504. /** @hidden */
  47505. _markAllSubMeshesAsTexturesDirty(): void;
  47506. /**
  47507. * Instantiate a new istance of anisotropy configuration.
  47508. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47509. */
  47510. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47511. /**
  47512. * Specifies that the submesh is ready to be used.
  47513. * @param defines the list of "defines" to update.
  47514. * @param scene defines the scene the material belongs to.
  47515. * @returns - boolean indicating that the submesh is ready or not.
  47516. */
  47517. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47518. /**
  47519. * Checks to see if a texture is used in the material.
  47520. * @param defines the list of "defines" to update.
  47521. * @param mesh the mesh we are preparing the defines for.
  47522. * @param scene defines the scene the material belongs to.
  47523. */
  47524. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47525. /**
  47526. * Binds the material data.
  47527. * @param uniformBuffer defines the Uniform buffer to fill in.
  47528. * @param scene defines the scene the material belongs to.
  47529. * @param isFrozen defines wether the material is frozen or not.
  47530. */
  47531. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47532. /**
  47533. * Checks to see if a texture is used in the material.
  47534. * @param texture - Base texture to use.
  47535. * @returns - Boolean specifying if a texture is used in the material.
  47536. */
  47537. hasTexture(texture: BaseTexture): boolean;
  47538. /**
  47539. * Returns an array of the actively used textures.
  47540. * @param activeTextures Array of BaseTextures
  47541. */
  47542. getActiveTextures(activeTextures: BaseTexture[]): void;
  47543. /**
  47544. * Returns the animatable textures.
  47545. * @param animatables Array of animatable textures.
  47546. */
  47547. getAnimatables(animatables: IAnimatable[]): void;
  47548. /**
  47549. * Disposes the resources of the material.
  47550. * @param forceDisposeTextures - Forces the disposal of all textures.
  47551. */
  47552. dispose(forceDisposeTextures?: boolean): void;
  47553. /**
  47554. * Get the current class name of the texture useful for serialization or dynamic coding.
  47555. * @returns "PBRAnisotropicConfiguration"
  47556. */
  47557. getClassName(): string;
  47558. /**
  47559. * Add fallbacks to the effect fallbacks list.
  47560. * @param defines defines the Base texture to use.
  47561. * @param fallbacks defines the current fallback list.
  47562. * @param currentRank defines the current fallback rank.
  47563. * @returns the new fallback rank.
  47564. */
  47565. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47566. /**
  47567. * Add the required uniforms to the current list.
  47568. * @param uniforms defines the current uniform list.
  47569. */
  47570. static AddUniforms(uniforms: string[]): void;
  47571. /**
  47572. * Add the required uniforms to the current buffer.
  47573. * @param uniformBuffer defines the current uniform buffer.
  47574. */
  47575. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47576. /**
  47577. * Add the required samplers to the current list.
  47578. * @param samplers defines the current sampler list.
  47579. */
  47580. static AddSamplers(samplers: string[]): void;
  47581. /**
  47582. * Makes a duplicate of the current configuration into another one.
  47583. * @param anisotropicConfiguration define the config where to copy the info
  47584. */
  47585. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47586. /**
  47587. * Serializes this anisotropy configuration.
  47588. * @returns - An object with the serialized config.
  47589. */
  47590. serialize(): any;
  47591. /**
  47592. * Parses a anisotropy Configuration from a serialized object.
  47593. * @param source - Serialized object.
  47594. * @param scene Defines the scene we are parsing for
  47595. * @param rootUrl Defines the rootUrl to load from
  47596. */
  47597. parse(source: any, scene: Scene, rootUrl: string): void;
  47598. }
  47599. }
  47600. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47601. import { Scene } from "babylonjs/scene";
  47602. /**
  47603. * @hidden
  47604. */
  47605. export interface IMaterialBRDFDefines {
  47606. BRDF_V_HEIGHT_CORRELATED: boolean;
  47607. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47608. SPHERICAL_HARMONICS: boolean;
  47609. /** @hidden */
  47610. _areMiscDirty: boolean;
  47611. }
  47612. /**
  47613. * Define the code related to the BRDF parameters of the pbr material.
  47614. */
  47615. export class PBRBRDFConfiguration {
  47616. /**
  47617. * Default value used for the energy conservation.
  47618. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47619. */
  47620. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47621. /**
  47622. * Default value used for the Smith Visibility Height Correlated mode.
  47623. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47624. */
  47625. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47626. /**
  47627. * Default value used for the IBL diffuse part.
  47628. * This can help switching back to the polynomials mode globally which is a tiny bit
  47629. * less GPU intensive at the drawback of a lower quality.
  47630. */
  47631. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47632. private _useEnergyConservation;
  47633. /**
  47634. * Defines if the material uses energy conservation.
  47635. */
  47636. useEnergyConservation: boolean;
  47637. private _useSmithVisibilityHeightCorrelated;
  47638. /**
  47639. * LEGACY Mode set to false
  47640. * Defines if the material uses height smith correlated visibility term.
  47641. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47642. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47643. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47644. * Not relying on height correlated will also disable energy conservation.
  47645. */
  47646. useSmithVisibilityHeightCorrelated: boolean;
  47647. private _useSphericalHarmonics;
  47648. /**
  47649. * LEGACY Mode set to false
  47650. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47651. * diffuse part of the IBL.
  47652. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47653. * to the ground truth.
  47654. */
  47655. useSphericalHarmonics: boolean;
  47656. /** @hidden */
  47657. private _internalMarkAllSubMeshesAsMiscDirty;
  47658. /** @hidden */
  47659. _markAllSubMeshesAsMiscDirty(): void;
  47660. /**
  47661. * Instantiate a new istance of clear coat configuration.
  47662. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47663. */
  47664. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47665. /**
  47666. * Checks to see if a texture is used in the material.
  47667. * @param defines the list of "defines" to update.
  47668. */
  47669. prepareDefines(defines: IMaterialBRDFDefines): void;
  47670. /**
  47671. * Get the current class name of the texture useful for serialization or dynamic coding.
  47672. * @returns "PBRClearCoatConfiguration"
  47673. */
  47674. getClassName(): string;
  47675. /**
  47676. * Makes a duplicate of the current configuration into another one.
  47677. * @param brdfConfiguration define the config where to copy the info
  47678. */
  47679. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47680. /**
  47681. * Serializes this BRDF configuration.
  47682. * @returns - An object with the serialized config.
  47683. */
  47684. serialize(): any;
  47685. /**
  47686. * Parses a anisotropy Configuration from a serialized object.
  47687. * @param source - Serialized object.
  47688. * @param scene Defines the scene we are parsing for
  47689. * @param rootUrl Defines the rootUrl to load from
  47690. */
  47691. parse(source: any, scene: Scene, rootUrl: string): void;
  47692. }
  47693. }
  47694. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47695. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47696. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47697. import { Color3 } from "babylonjs/Maths/math.color";
  47698. import { Scene } from "babylonjs/scene";
  47699. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47700. import { Nullable } from "babylonjs/types";
  47701. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47702. /**
  47703. * @hidden
  47704. */
  47705. export interface IMaterialSheenDefines {
  47706. SHEEN: boolean;
  47707. SHEEN_TEXTURE: boolean;
  47708. SHEEN_TEXTUREDIRECTUV: number;
  47709. SHEEN_LINKWITHALBEDO: boolean;
  47710. /** @hidden */
  47711. _areTexturesDirty: boolean;
  47712. }
  47713. /**
  47714. * Define the code related to the Sheen parameters of the pbr material.
  47715. */
  47716. export class PBRSheenConfiguration {
  47717. private _isEnabled;
  47718. /**
  47719. * Defines if the material uses sheen.
  47720. */
  47721. isEnabled: boolean;
  47722. private _linkSheenWithAlbedo;
  47723. /**
  47724. * Defines if the sheen is linked to the sheen color.
  47725. */
  47726. linkSheenWithAlbedo: boolean;
  47727. /**
  47728. * Defines the sheen intensity.
  47729. */
  47730. intensity: number;
  47731. /**
  47732. * Defines the sheen color.
  47733. */
  47734. color: Color3;
  47735. private _texture;
  47736. /**
  47737. * Stores the sheen tint values in a texture.
  47738. * rgb is tint
  47739. * a is a intensity
  47740. */
  47741. texture: Nullable<BaseTexture>;
  47742. /** @hidden */
  47743. private _internalMarkAllSubMeshesAsTexturesDirty;
  47744. /** @hidden */
  47745. _markAllSubMeshesAsTexturesDirty(): void;
  47746. /**
  47747. * Instantiate a new istance of clear coat configuration.
  47748. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47749. */
  47750. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47751. /**
  47752. * Specifies that the submesh is ready to be used.
  47753. * @param defines the list of "defines" to update.
  47754. * @param scene defines the scene the material belongs to.
  47755. * @returns - boolean indicating that the submesh is ready or not.
  47756. */
  47757. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47758. /**
  47759. * Checks to see if a texture is used in the material.
  47760. * @param defines the list of "defines" to update.
  47761. * @param scene defines the scene the material belongs to.
  47762. */
  47763. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47764. /**
  47765. * Binds the material data.
  47766. * @param uniformBuffer defines the Uniform buffer to fill in.
  47767. * @param scene defines the scene the material belongs to.
  47768. * @param isFrozen defines wether the material is frozen or not.
  47769. */
  47770. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47771. /**
  47772. * Checks to see if a texture is used in the material.
  47773. * @param texture - Base texture to use.
  47774. * @returns - Boolean specifying if a texture is used in the material.
  47775. */
  47776. hasTexture(texture: BaseTexture): boolean;
  47777. /**
  47778. * Returns an array of the actively used textures.
  47779. * @param activeTextures Array of BaseTextures
  47780. */
  47781. getActiveTextures(activeTextures: BaseTexture[]): void;
  47782. /**
  47783. * Returns the animatable textures.
  47784. * @param animatables Array of animatable textures.
  47785. */
  47786. getAnimatables(animatables: IAnimatable[]): void;
  47787. /**
  47788. * Disposes the resources of the material.
  47789. * @param forceDisposeTextures - Forces the disposal of all textures.
  47790. */
  47791. dispose(forceDisposeTextures?: boolean): void;
  47792. /**
  47793. * Get the current class name of the texture useful for serialization or dynamic coding.
  47794. * @returns "PBRSheenConfiguration"
  47795. */
  47796. getClassName(): string;
  47797. /**
  47798. * Add fallbacks to the effect fallbacks list.
  47799. * @param defines defines the Base texture to use.
  47800. * @param fallbacks defines the current fallback list.
  47801. * @param currentRank defines the current fallback rank.
  47802. * @returns the new fallback rank.
  47803. */
  47804. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47805. /**
  47806. * Add the required uniforms to the current list.
  47807. * @param uniforms defines the current uniform list.
  47808. */
  47809. static AddUniforms(uniforms: string[]): void;
  47810. /**
  47811. * Add the required uniforms to the current buffer.
  47812. * @param uniformBuffer defines the current uniform buffer.
  47813. */
  47814. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47815. /**
  47816. * Add the required samplers to the current list.
  47817. * @param samplers defines the current sampler list.
  47818. */
  47819. static AddSamplers(samplers: string[]): void;
  47820. /**
  47821. * Makes a duplicate of the current configuration into another one.
  47822. * @param sheenConfiguration define the config where to copy the info
  47823. */
  47824. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47825. /**
  47826. * Serializes this BRDF configuration.
  47827. * @returns - An object with the serialized config.
  47828. */
  47829. serialize(): any;
  47830. /**
  47831. * Parses a anisotropy Configuration from a serialized object.
  47832. * @param source - Serialized object.
  47833. * @param scene Defines the scene we are parsing for
  47834. * @param rootUrl Defines the rootUrl to load from
  47835. */
  47836. parse(source: any, scene: Scene, rootUrl: string): void;
  47837. }
  47838. }
  47839. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47840. import { Nullable } from "babylonjs/types";
  47841. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47842. import { Color3 } from "babylonjs/Maths/math.color";
  47843. import { SmartArray } from "babylonjs/Misc/smartArray";
  47844. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47845. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47846. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47847. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47848. import { Engine } from "babylonjs/Engines/engine";
  47849. import { Scene } from "babylonjs/scene";
  47850. /**
  47851. * @hidden
  47852. */
  47853. export interface IMaterialSubSurfaceDefines {
  47854. SUBSURFACE: boolean;
  47855. SS_REFRACTION: boolean;
  47856. SS_TRANSLUCENCY: boolean;
  47857. SS_SCATERRING: boolean;
  47858. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47859. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47860. SS_REFRACTIONMAP_3D: boolean;
  47861. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47862. SS_LODINREFRACTIONALPHA: boolean;
  47863. SS_GAMMAREFRACTION: boolean;
  47864. SS_RGBDREFRACTION: boolean;
  47865. SS_LINEARSPECULARREFRACTION: boolean;
  47866. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47867. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47868. /** @hidden */
  47869. _areTexturesDirty: boolean;
  47870. }
  47871. /**
  47872. * Define the code related to the sub surface parameters of the pbr material.
  47873. */
  47874. export class PBRSubSurfaceConfiguration {
  47875. private _isRefractionEnabled;
  47876. /**
  47877. * Defines if the refraction is enabled in the material.
  47878. */
  47879. isRefractionEnabled: boolean;
  47880. private _isTranslucencyEnabled;
  47881. /**
  47882. * Defines if the translucency is enabled in the material.
  47883. */
  47884. isTranslucencyEnabled: boolean;
  47885. private _isScatteringEnabled;
  47886. /**
  47887. * Defines the refraction intensity of the material.
  47888. * The refraction when enabled replaces the Diffuse part of the material.
  47889. * The intensity helps transitionning between diffuse and refraction.
  47890. */
  47891. refractionIntensity: number;
  47892. /**
  47893. * Defines the translucency intensity of the material.
  47894. * When translucency has been enabled, this defines how much of the "translucency"
  47895. * is addded to the diffuse part of the material.
  47896. */
  47897. translucencyIntensity: number;
  47898. /**
  47899. * Defines the scattering intensity of the material.
  47900. * When scattering has been enabled, this defines how much of the "scattered light"
  47901. * is addded to the diffuse part of the material.
  47902. */
  47903. scatteringIntensity: number;
  47904. private _thicknessTexture;
  47905. /**
  47906. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47907. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47908. * 0 would mean minimumThickness
  47909. * 1 would mean maximumThickness
  47910. * The other channels might be use as a mask to vary the different effects intensity.
  47911. */
  47912. thicknessTexture: Nullable<BaseTexture>;
  47913. private _refractionTexture;
  47914. /**
  47915. * Defines the texture to use for refraction.
  47916. */
  47917. refractionTexture: Nullable<BaseTexture>;
  47918. private _indexOfRefraction;
  47919. /**
  47920. * Defines the index of refraction used in the material.
  47921. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47922. */
  47923. indexOfRefraction: number;
  47924. private _invertRefractionY;
  47925. /**
  47926. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47927. */
  47928. invertRefractionY: boolean;
  47929. private _linkRefractionWithTransparency;
  47930. /**
  47931. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47932. * Materials half opaque for instance using refraction could benefit from this control.
  47933. */
  47934. linkRefractionWithTransparency: boolean;
  47935. /**
  47936. * Defines the minimum thickness stored in the thickness map.
  47937. * If no thickness map is defined, this value will be used to simulate thickness.
  47938. */
  47939. minimumThickness: number;
  47940. /**
  47941. * Defines the maximum thickness stored in the thickness map.
  47942. */
  47943. maximumThickness: number;
  47944. /**
  47945. * Defines the volume tint of the material.
  47946. * This is used for both translucency and scattering.
  47947. */
  47948. tintColor: Color3;
  47949. /**
  47950. * Defines the distance at which the tint color should be found in the media.
  47951. * This is used for refraction only.
  47952. */
  47953. tintColorAtDistance: number;
  47954. /**
  47955. * Defines how far each channel transmit through the media.
  47956. * It is defined as a color to simplify it selection.
  47957. */
  47958. diffusionDistance: Color3;
  47959. private _useMaskFromThicknessTexture;
  47960. /**
  47961. * Stores the intensity of the different subsurface effects in the thickness texture.
  47962. * * the green channel is the translucency intensity.
  47963. * * the blue channel is the scattering intensity.
  47964. * * the alpha channel is the refraction intensity.
  47965. */
  47966. useMaskFromThicknessTexture: boolean;
  47967. /** @hidden */
  47968. private _internalMarkAllSubMeshesAsTexturesDirty;
  47969. /** @hidden */
  47970. _markAllSubMeshesAsTexturesDirty(): void;
  47971. /**
  47972. * Instantiate a new istance of sub surface configuration.
  47973. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47974. */
  47975. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47976. /**
  47977. * Gets wehter the submesh is ready to be used or not.
  47978. * @param defines the list of "defines" to update.
  47979. * @param scene defines the scene the material belongs to.
  47980. * @returns - boolean indicating that the submesh is ready or not.
  47981. */
  47982. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47983. /**
  47984. * Checks to see if a texture is used in the material.
  47985. * @param defines the list of "defines" to update.
  47986. * @param scene defines the scene to the material belongs to.
  47987. */
  47988. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47989. /**
  47990. * Binds the material data.
  47991. * @param uniformBuffer defines the Uniform buffer to fill in.
  47992. * @param scene defines the scene the material belongs to.
  47993. * @param engine defines the engine the material belongs to.
  47994. * @param isFrozen defines wether the material is frozen or not.
  47995. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47996. */
  47997. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47998. /**
  47999. * Unbinds the material from the mesh.
  48000. * @param activeEffect defines the effect that should be unbound from.
  48001. * @returns true if unbound, otherwise false
  48002. */
  48003. unbind(activeEffect: Effect): boolean;
  48004. /**
  48005. * Returns the texture used for refraction or null if none is used.
  48006. * @param scene defines the scene the material belongs to.
  48007. * @returns - Refraction texture if present. If no refraction texture and refraction
  48008. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48009. */
  48010. private _getRefractionTexture;
  48011. /**
  48012. * Returns true if alpha blending should be disabled.
  48013. */
  48014. readonly disableAlphaBlending: boolean;
  48015. /**
  48016. * Fills the list of render target textures.
  48017. * @param renderTargets the list of render targets to update
  48018. */
  48019. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48020. /**
  48021. * Checks to see if a texture is used in the material.
  48022. * @param texture - Base texture to use.
  48023. * @returns - Boolean specifying if a texture is used in the material.
  48024. */
  48025. hasTexture(texture: BaseTexture): boolean;
  48026. /**
  48027. * Gets a boolean indicating that current material needs to register RTT
  48028. * @returns true if this uses a render target otherwise false.
  48029. */
  48030. hasRenderTargetTextures(): boolean;
  48031. /**
  48032. * Returns an array of the actively used textures.
  48033. * @param activeTextures Array of BaseTextures
  48034. */
  48035. getActiveTextures(activeTextures: BaseTexture[]): void;
  48036. /**
  48037. * Returns the animatable textures.
  48038. * @param animatables Array of animatable textures.
  48039. */
  48040. getAnimatables(animatables: IAnimatable[]): void;
  48041. /**
  48042. * Disposes the resources of the material.
  48043. * @param forceDisposeTextures - Forces the disposal of all textures.
  48044. */
  48045. dispose(forceDisposeTextures?: boolean): void;
  48046. /**
  48047. * Get the current class name of the texture useful for serialization or dynamic coding.
  48048. * @returns "PBRSubSurfaceConfiguration"
  48049. */
  48050. getClassName(): string;
  48051. /**
  48052. * Add fallbacks to the effect fallbacks list.
  48053. * @param defines defines the Base texture to use.
  48054. * @param fallbacks defines the current fallback list.
  48055. * @param currentRank defines the current fallback rank.
  48056. * @returns the new fallback rank.
  48057. */
  48058. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48059. /**
  48060. * Add the required uniforms to the current list.
  48061. * @param uniforms defines the current uniform list.
  48062. */
  48063. static AddUniforms(uniforms: string[]): void;
  48064. /**
  48065. * Add the required samplers to the current list.
  48066. * @param samplers defines the current sampler list.
  48067. */
  48068. static AddSamplers(samplers: string[]): void;
  48069. /**
  48070. * Add the required uniforms to the current buffer.
  48071. * @param uniformBuffer defines the current uniform buffer.
  48072. */
  48073. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48074. /**
  48075. * Makes a duplicate of the current configuration into another one.
  48076. * @param configuration define the config where to copy the info
  48077. */
  48078. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48079. /**
  48080. * Serializes this Sub Surface configuration.
  48081. * @returns - An object with the serialized config.
  48082. */
  48083. serialize(): any;
  48084. /**
  48085. * Parses a anisotropy Configuration from a serialized object.
  48086. * @param source - Serialized object.
  48087. * @param scene Defines the scene we are parsing for
  48088. * @param rootUrl Defines the rootUrl to load from
  48089. */
  48090. parse(source: any, scene: Scene, rootUrl: string): void;
  48091. }
  48092. }
  48093. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48094. /** @hidden */
  48095. export var pbrFragmentDeclaration: {
  48096. name: string;
  48097. shader: string;
  48098. };
  48099. }
  48100. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48101. /** @hidden */
  48102. export var pbrUboDeclaration: {
  48103. name: string;
  48104. shader: string;
  48105. };
  48106. }
  48107. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48108. /** @hidden */
  48109. export var pbrFragmentExtraDeclaration: {
  48110. name: string;
  48111. shader: string;
  48112. };
  48113. }
  48114. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48115. /** @hidden */
  48116. export var pbrFragmentSamplersDeclaration: {
  48117. name: string;
  48118. shader: string;
  48119. };
  48120. }
  48121. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48122. /** @hidden */
  48123. export var pbrHelperFunctions: {
  48124. name: string;
  48125. shader: string;
  48126. };
  48127. }
  48128. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48129. /** @hidden */
  48130. export var harmonicsFunctions: {
  48131. name: string;
  48132. shader: string;
  48133. };
  48134. }
  48135. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48136. /** @hidden */
  48137. export var pbrDirectLightingSetupFunctions: {
  48138. name: string;
  48139. shader: string;
  48140. };
  48141. }
  48142. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48143. /** @hidden */
  48144. export var pbrDirectLightingFalloffFunctions: {
  48145. name: string;
  48146. shader: string;
  48147. };
  48148. }
  48149. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48150. /** @hidden */
  48151. export var pbrBRDFFunctions: {
  48152. name: string;
  48153. shader: string;
  48154. };
  48155. }
  48156. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48157. /** @hidden */
  48158. export var pbrDirectLightingFunctions: {
  48159. name: string;
  48160. shader: string;
  48161. };
  48162. }
  48163. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48164. /** @hidden */
  48165. export var pbrIBLFunctions: {
  48166. name: string;
  48167. shader: string;
  48168. };
  48169. }
  48170. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48171. /** @hidden */
  48172. export var pbrDebug: {
  48173. name: string;
  48174. shader: string;
  48175. };
  48176. }
  48177. declare module "babylonjs/Shaders/pbr.fragment" {
  48178. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48179. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48180. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48181. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48182. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48183. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48184. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48185. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48186. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48187. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48188. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48189. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48190. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48191. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48192. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48193. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48194. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48195. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48196. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48197. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48198. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48199. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48200. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48201. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48202. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48203. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48204. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48205. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48206. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48207. /** @hidden */
  48208. export var pbrPixelShader: {
  48209. name: string;
  48210. shader: string;
  48211. };
  48212. }
  48213. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48214. /** @hidden */
  48215. export var pbrVertexDeclaration: {
  48216. name: string;
  48217. shader: string;
  48218. };
  48219. }
  48220. declare module "babylonjs/Shaders/pbr.vertex" {
  48221. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48222. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48223. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48224. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48225. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48226. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48227. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48228. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48229. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48230. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48231. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48232. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48233. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48234. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48235. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48236. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48237. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48238. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48239. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48240. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48241. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48242. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48243. /** @hidden */
  48244. export var pbrVertexShader: {
  48245. name: string;
  48246. shader: string;
  48247. };
  48248. }
  48249. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48250. import { Nullable } from "babylonjs/types";
  48251. import { Scene } from "babylonjs/scene";
  48252. import { Matrix } from "babylonjs/Maths/math.vector";
  48253. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48254. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48255. import { Mesh } from "babylonjs/Meshes/mesh";
  48256. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48257. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48258. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48259. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48260. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48261. import { Color3 } from "babylonjs/Maths/math.color";
  48262. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48263. import { Material } from "babylonjs/Materials/material";
  48264. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48265. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48266. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48267. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48268. import "babylonjs/Shaders/pbr.fragment";
  48269. import "babylonjs/Shaders/pbr.vertex";
  48270. /**
  48271. * Manages the defines for the PBR Material.
  48272. * @hidden
  48273. */
  48274. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48275. PBR: boolean;
  48276. MAINUV1: boolean;
  48277. MAINUV2: boolean;
  48278. UV1: boolean;
  48279. UV2: boolean;
  48280. ALBEDO: boolean;
  48281. ALBEDODIRECTUV: number;
  48282. VERTEXCOLOR: boolean;
  48283. AMBIENT: boolean;
  48284. AMBIENTDIRECTUV: number;
  48285. AMBIENTINGRAYSCALE: boolean;
  48286. OPACITY: boolean;
  48287. VERTEXALPHA: boolean;
  48288. OPACITYDIRECTUV: number;
  48289. OPACITYRGB: boolean;
  48290. ALPHATEST: boolean;
  48291. DEPTHPREPASS: boolean;
  48292. ALPHABLEND: boolean;
  48293. ALPHAFROMALBEDO: boolean;
  48294. ALPHATESTVALUE: string;
  48295. SPECULAROVERALPHA: boolean;
  48296. RADIANCEOVERALPHA: boolean;
  48297. ALPHAFRESNEL: boolean;
  48298. LINEARALPHAFRESNEL: boolean;
  48299. PREMULTIPLYALPHA: boolean;
  48300. EMISSIVE: boolean;
  48301. EMISSIVEDIRECTUV: number;
  48302. REFLECTIVITY: boolean;
  48303. REFLECTIVITYDIRECTUV: number;
  48304. SPECULARTERM: boolean;
  48305. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48306. MICROSURFACEAUTOMATIC: boolean;
  48307. LODBASEDMICROSFURACE: boolean;
  48308. MICROSURFACEMAP: boolean;
  48309. MICROSURFACEMAPDIRECTUV: number;
  48310. METALLICWORKFLOW: boolean;
  48311. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48312. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48313. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48314. AOSTOREINMETALMAPRED: boolean;
  48315. ENVIRONMENTBRDF: boolean;
  48316. ENVIRONMENTBRDF_RGBD: boolean;
  48317. NORMAL: boolean;
  48318. TANGENT: boolean;
  48319. BUMP: boolean;
  48320. BUMPDIRECTUV: number;
  48321. OBJECTSPACE_NORMALMAP: boolean;
  48322. PARALLAX: boolean;
  48323. PARALLAXOCCLUSION: boolean;
  48324. NORMALXYSCALE: boolean;
  48325. LIGHTMAP: boolean;
  48326. LIGHTMAPDIRECTUV: number;
  48327. USELIGHTMAPASSHADOWMAP: boolean;
  48328. GAMMALIGHTMAP: boolean;
  48329. REFLECTION: boolean;
  48330. REFLECTIONMAP_3D: boolean;
  48331. REFLECTIONMAP_SPHERICAL: boolean;
  48332. REFLECTIONMAP_PLANAR: boolean;
  48333. REFLECTIONMAP_CUBIC: boolean;
  48334. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48335. REFLECTIONMAP_PROJECTION: boolean;
  48336. REFLECTIONMAP_SKYBOX: boolean;
  48337. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48338. REFLECTIONMAP_EXPLICIT: boolean;
  48339. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48340. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48341. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48342. INVERTCUBICMAP: boolean;
  48343. USESPHERICALFROMREFLECTIONMAP: boolean;
  48344. USEIRRADIANCEMAP: boolean;
  48345. SPHERICAL_HARMONICS: boolean;
  48346. USESPHERICALINVERTEX: boolean;
  48347. REFLECTIONMAP_OPPOSITEZ: boolean;
  48348. LODINREFLECTIONALPHA: boolean;
  48349. GAMMAREFLECTION: boolean;
  48350. RGBDREFLECTION: boolean;
  48351. LINEARSPECULARREFLECTION: boolean;
  48352. RADIANCEOCCLUSION: boolean;
  48353. HORIZONOCCLUSION: boolean;
  48354. INSTANCES: boolean;
  48355. NUM_BONE_INFLUENCERS: number;
  48356. BonesPerMesh: number;
  48357. BONETEXTURE: boolean;
  48358. NONUNIFORMSCALING: boolean;
  48359. MORPHTARGETS: boolean;
  48360. MORPHTARGETS_NORMAL: boolean;
  48361. MORPHTARGETS_TANGENT: boolean;
  48362. MORPHTARGETS_UV: boolean;
  48363. NUM_MORPH_INFLUENCERS: number;
  48364. IMAGEPROCESSING: boolean;
  48365. VIGNETTE: boolean;
  48366. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48367. VIGNETTEBLENDMODEOPAQUE: boolean;
  48368. TONEMAPPING: boolean;
  48369. TONEMAPPING_ACES: boolean;
  48370. CONTRAST: boolean;
  48371. COLORCURVES: boolean;
  48372. COLORGRADING: boolean;
  48373. COLORGRADING3D: boolean;
  48374. SAMPLER3DGREENDEPTH: boolean;
  48375. SAMPLER3DBGRMAP: boolean;
  48376. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48377. EXPOSURE: boolean;
  48378. MULTIVIEW: boolean;
  48379. USEPHYSICALLIGHTFALLOFF: boolean;
  48380. USEGLTFLIGHTFALLOFF: boolean;
  48381. TWOSIDEDLIGHTING: boolean;
  48382. SHADOWFLOAT: boolean;
  48383. CLIPPLANE: boolean;
  48384. CLIPPLANE2: boolean;
  48385. CLIPPLANE3: boolean;
  48386. CLIPPLANE4: boolean;
  48387. POINTSIZE: boolean;
  48388. FOG: boolean;
  48389. LOGARITHMICDEPTH: boolean;
  48390. FORCENORMALFORWARD: boolean;
  48391. SPECULARAA: boolean;
  48392. CLEARCOAT: boolean;
  48393. CLEARCOAT_DEFAULTIOR: boolean;
  48394. CLEARCOAT_TEXTURE: boolean;
  48395. CLEARCOAT_TEXTUREDIRECTUV: number;
  48396. CLEARCOAT_BUMP: boolean;
  48397. CLEARCOAT_BUMPDIRECTUV: number;
  48398. CLEARCOAT_TINT: boolean;
  48399. CLEARCOAT_TINT_TEXTURE: boolean;
  48400. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48401. ANISOTROPIC: boolean;
  48402. ANISOTROPIC_TEXTURE: boolean;
  48403. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48404. BRDF_V_HEIGHT_CORRELATED: boolean;
  48405. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48406. SHEEN: boolean;
  48407. SHEEN_TEXTURE: boolean;
  48408. SHEEN_TEXTUREDIRECTUV: number;
  48409. SHEEN_LINKWITHALBEDO: boolean;
  48410. SUBSURFACE: boolean;
  48411. SS_REFRACTION: boolean;
  48412. SS_TRANSLUCENCY: boolean;
  48413. SS_SCATERRING: boolean;
  48414. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48415. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48416. SS_REFRACTIONMAP_3D: boolean;
  48417. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48418. SS_LODINREFRACTIONALPHA: boolean;
  48419. SS_GAMMAREFRACTION: boolean;
  48420. SS_RGBDREFRACTION: boolean;
  48421. SS_LINEARSPECULARREFRACTION: boolean;
  48422. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48423. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48424. UNLIT: boolean;
  48425. DEBUGMODE: number;
  48426. /**
  48427. * Initializes the PBR Material defines.
  48428. */
  48429. constructor();
  48430. /**
  48431. * Resets the PBR Material defines.
  48432. */
  48433. reset(): void;
  48434. }
  48435. /**
  48436. * The Physically based material base class of BJS.
  48437. *
  48438. * This offers the main features of a standard PBR material.
  48439. * For more information, please refer to the documentation :
  48440. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48441. */
  48442. export abstract class PBRBaseMaterial extends PushMaterial {
  48443. /**
  48444. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48445. */
  48446. static readonly PBRMATERIAL_OPAQUE: number;
  48447. /**
  48448. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48449. */
  48450. static readonly PBRMATERIAL_ALPHATEST: number;
  48451. /**
  48452. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48453. */
  48454. static readonly PBRMATERIAL_ALPHABLEND: number;
  48455. /**
  48456. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48457. * They are also discarded below the alpha cutoff threshold to improve performances.
  48458. */
  48459. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48460. /**
  48461. * Defines the default value of how much AO map is occluding the analytical lights
  48462. * (point spot...).
  48463. */
  48464. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48465. /**
  48466. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48467. */
  48468. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48469. /**
  48470. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48471. * to enhance interoperability with other engines.
  48472. */
  48473. static readonly LIGHTFALLOFF_GLTF: number;
  48474. /**
  48475. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48476. * to enhance interoperability with other materials.
  48477. */
  48478. static readonly LIGHTFALLOFF_STANDARD: number;
  48479. /**
  48480. * Intensity of the direct lights e.g. the four lights available in your scene.
  48481. * This impacts both the direct diffuse and specular highlights.
  48482. */
  48483. protected _directIntensity: number;
  48484. /**
  48485. * Intensity of the emissive part of the material.
  48486. * This helps controlling the emissive effect without modifying the emissive color.
  48487. */
  48488. protected _emissiveIntensity: number;
  48489. /**
  48490. * Intensity of the environment e.g. how much the environment will light the object
  48491. * either through harmonics for rough material or through the refelction for shiny ones.
  48492. */
  48493. protected _environmentIntensity: number;
  48494. /**
  48495. * This is a special control allowing the reduction of the specular highlights coming from the
  48496. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48497. */
  48498. protected _specularIntensity: number;
  48499. /**
  48500. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48501. */
  48502. private _lightingInfos;
  48503. /**
  48504. * Debug Control allowing disabling the bump map on this material.
  48505. */
  48506. protected _disableBumpMap: boolean;
  48507. /**
  48508. * AKA Diffuse Texture in standard nomenclature.
  48509. */
  48510. protected _albedoTexture: Nullable<BaseTexture>;
  48511. /**
  48512. * AKA Occlusion Texture in other nomenclature.
  48513. */
  48514. protected _ambientTexture: Nullable<BaseTexture>;
  48515. /**
  48516. * AKA Occlusion Texture Intensity in other nomenclature.
  48517. */
  48518. protected _ambientTextureStrength: number;
  48519. /**
  48520. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48521. * 1 means it completely occludes it
  48522. * 0 mean it has no impact
  48523. */
  48524. protected _ambientTextureImpactOnAnalyticalLights: number;
  48525. /**
  48526. * Stores the alpha values in a texture.
  48527. */
  48528. protected _opacityTexture: Nullable<BaseTexture>;
  48529. /**
  48530. * Stores the reflection values in a texture.
  48531. */
  48532. protected _reflectionTexture: Nullable<BaseTexture>;
  48533. /**
  48534. * Stores the emissive values in a texture.
  48535. */
  48536. protected _emissiveTexture: Nullable<BaseTexture>;
  48537. /**
  48538. * AKA Specular texture in other nomenclature.
  48539. */
  48540. protected _reflectivityTexture: Nullable<BaseTexture>;
  48541. /**
  48542. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48543. */
  48544. protected _metallicTexture: Nullable<BaseTexture>;
  48545. /**
  48546. * Specifies the metallic scalar of the metallic/roughness workflow.
  48547. * Can also be used to scale the metalness values of the metallic texture.
  48548. */
  48549. protected _metallic: Nullable<number>;
  48550. /**
  48551. * Specifies the roughness scalar of the metallic/roughness workflow.
  48552. * Can also be used to scale the roughness values of the metallic texture.
  48553. */
  48554. protected _roughness: Nullable<number>;
  48555. /**
  48556. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48557. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48558. */
  48559. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48560. /**
  48561. * Stores surface normal data used to displace a mesh in a texture.
  48562. */
  48563. protected _bumpTexture: Nullable<BaseTexture>;
  48564. /**
  48565. * Stores the pre-calculated light information of a mesh in a texture.
  48566. */
  48567. protected _lightmapTexture: Nullable<BaseTexture>;
  48568. /**
  48569. * The color of a material in ambient lighting.
  48570. */
  48571. protected _ambientColor: Color3;
  48572. /**
  48573. * AKA Diffuse Color in other nomenclature.
  48574. */
  48575. protected _albedoColor: Color3;
  48576. /**
  48577. * AKA Specular Color in other nomenclature.
  48578. */
  48579. protected _reflectivityColor: Color3;
  48580. /**
  48581. * The color applied when light is reflected from a material.
  48582. */
  48583. protected _reflectionColor: Color3;
  48584. /**
  48585. * The color applied when light is emitted from a material.
  48586. */
  48587. protected _emissiveColor: Color3;
  48588. /**
  48589. * AKA Glossiness in other nomenclature.
  48590. */
  48591. protected _microSurface: number;
  48592. /**
  48593. * Specifies that the material will use the light map as a show map.
  48594. */
  48595. protected _useLightmapAsShadowmap: boolean;
  48596. /**
  48597. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48598. * makes the reflect vector face the model (under horizon).
  48599. */
  48600. protected _useHorizonOcclusion: boolean;
  48601. /**
  48602. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48603. * too much the area relying on ambient texture to define their ambient occlusion.
  48604. */
  48605. protected _useRadianceOcclusion: boolean;
  48606. /**
  48607. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48608. */
  48609. protected _useAlphaFromAlbedoTexture: boolean;
  48610. /**
  48611. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48612. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48613. */
  48614. protected _useSpecularOverAlpha: boolean;
  48615. /**
  48616. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48617. */
  48618. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48619. /**
  48620. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48621. */
  48622. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48623. /**
  48624. * Specifies if the metallic texture contains the roughness information in its green channel.
  48625. */
  48626. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48627. /**
  48628. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48629. */
  48630. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48631. /**
  48632. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48633. */
  48634. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48635. /**
  48636. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48637. */
  48638. protected _useAmbientInGrayScale: boolean;
  48639. /**
  48640. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48641. * The material will try to infer what glossiness each pixel should be.
  48642. */
  48643. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48644. /**
  48645. * Defines the falloff type used in this material.
  48646. * It by default is Physical.
  48647. */
  48648. protected _lightFalloff: number;
  48649. /**
  48650. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48651. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48652. */
  48653. protected _useRadianceOverAlpha: boolean;
  48654. /**
  48655. * Allows using an object space normal map (instead of tangent space).
  48656. */
  48657. protected _useObjectSpaceNormalMap: boolean;
  48658. /**
  48659. * Allows using the bump map in parallax mode.
  48660. */
  48661. protected _useParallax: boolean;
  48662. /**
  48663. * Allows using the bump map in parallax occlusion mode.
  48664. */
  48665. protected _useParallaxOcclusion: boolean;
  48666. /**
  48667. * Controls the scale bias of the parallax mode.
  48668. */
  48669. protected _parallaxScaleBias: number;
  48670. /**
  48671. * If sets to true, disables all the lights affecting the material.
  48672. */
  48673. protected _disableLighting: boolean;
  48674. /**
  48675. * Number of Simultaneous lights allowed on the material.
  48676. */
  48677. protected _maxSimultaneousLights: number;
  48678. /**
  48679. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48680. */
  48681. protected _invertNormalMapX: boolean;
  48682. /**
  48683. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48684. */
  48685. protected _invertNormalMapY: boolean;
  48686. /**
  48687. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48688. */
  48689. protected _twoSidedLighting: boolean;
  48690. /**
  48691. * Defines the alpha limits in alpha test mode.
  48692. */
  48693. protected _alphaCutOff: number;
  48694. /**
  48695. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48696. */
  48697. protected _forceAlphaTest: boolean;
  48698. /**
  48699. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48700. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48701. */
  48702. protected _useAlphaFresnel: boolean;
  48703. /**
  48704. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48705. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48706. */
  48707. protected _useLinearAlphaFresnel: boolean;
  48708. /**
  48709. * The transparency mode of the material.
  48710. */
  48711. protected _transparencyMode: Nullable<number>;
  48712. /**
  48713. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48714. * from cos thetav and roughness:
  48715. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48716. */
  48717. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48718. /**
  48719. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48720. */
  48721. protected _forceIrradianceInFragment: boolean;
  48722. /**
  48723. * Force normal to face away from face.
  48724. */
  48725. protected _forceNormalForward: boolean;
  48726. /**
  48727. * Enables specular anti aliasing in the PBR shader.
  48728. * It will both interacts on the Geometry for analytical and IBL lighting.
  48729. * It also prefilter the roughness map based on the bump values.
  48730. */
  48731. protected _enableSpecularAntiAliasing: boolean;
  48732. /**
  48733. * Default configuration related to image processing available in the PBR Material.
  48734. */
  48735. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48736. /**
  48737. * Keep track of the image processing observer to allow dispose and replace.
  48738. */
  48739. private _imageProcessingObserver;
  48740. /**
  48741. * Attaches a new image processing configuration to the PBR Material.
  48742. * @param configuration
  48743. */
  48744. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48745. /**
  48746. * Stores the available render targets.
  48747. */
  48748. private _renderTargets;
  48749. /**
  48750. * Sets the global ambient color for the material used in lighting calculations.
  48751. */
  48752. private _globalAmbientColor;
  48753. /**
  48754. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48755. */
  48756. private _useLogarithmicDepth;
  48757. /**
  48758. * If set to true, no lighting calculations will be applied.
  48759. */
  48760. private _unlit;
  48761. private _debugMode;
  48762. /**
  48763. * @hidden
  48764. * This is reserved for the inspector.
  48765. * Defines the material debug mode.
  48766. * It helps seeing only some components of the material while troubleshooting.
  48767. */
  48768. debugMode: number;
  48769. /**
  48770. * @hidden
  48771. * This is reserved for the inspector.
  48772. * Specify from where on screen the debug mode should start.
  48773. * The value goes from -1 (full screen) to 1 (not visible)
  48774. * It helps with side by side comparison against the final render
  48775. * This defaults to -1
  48776. */
  48777. private debugLimit;
  48778. /**
  48779. * @hidden
  48780. * This is reserved for the inspector.
  48781. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48782. * You can use the factor to better multiply the final value.
  48783. */
  48784. private debugFactor;
  48785. /**
  48786. * Defines the clear coat layer parameters for the material.
  48787. */
  48788. readonly clearCoat: PBRClearCoatConfiguration;
  48789. /**
  48790. * Defines the anisotropic parameters for the material.
  48791. */
  48792. readonly anisotropy: PBRAnisotropicConfiguration;
  48793. /**
  48794. * Defines the BRDF parameters for the material.
  48795. */
  48796. readonly brdf: PBRBRDFConfiguration;
  48797. /**
  48798. * Defines the Sheen parameters for the material.
  48799. */
  48800. readonly sheen: PBRSheenConfiguration;
  48801. /**
  48802. * Defines the SubSurface parameters for the material.
  48803. */
  48804. readonly subSurface: PBRSubSurfaceConfiguration;
  48805. /**
  48806. * Custom callback helping to override the default shader used in the material.
  48807. */
  48808. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48809. /**
  48810. * Instantiates a new PBRMaterial instance.
  48811. *
  48812. * @param name The material name
  48813. * @param scene The scene the material will be use in.
  48814. */
  48815. constructor(name: string, scene: Scene);
  48816. /**
  48817. * Gets a boolean indicating that current material needs to register RTT
  48818. */
  48819. readonly hasRenderTargetTextures: boolean;
  48820. /**
  48821. * Gets the name of the material class.
  48822. */
  48823. getClassName(): string;
  48824. /**
  48825. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48826. */
  48827. /**
  48828. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48829. */
  48830. useLogarithmicDepth: boolean;
  48831. /**
  48832. * Gets the current transparency mode.
  48833. */
  48834. /**
  48835. * Sets the transparency mode of the material.
  48836. *
  48837. * | Value | Type | Description |
  48838. * | ----- | ----------------------------------- | ----------- |
  48839. * | 0 | OPAQUE | |
  48840. * | 1 | ALPHATEST | |
  48841. * | 2 | ALPHABLEND | |
  48842. * | 3 | ALPHATESTANDBLEND | |
  48843. *
  48844. */
  48845. transparencyMode: Nullable<number>;
  48846. /**
  48847. * Returns true if alpha blending should be disabled.
  48848. */
  48849. private readonly _disableAlphaBlending;
  48850. /**
  48851. * Specifies whether or not this material should be rendered in alpha blend mode.
  48852. */
  48853. needAlphaBlending(): boolean;
  48854. /**
  48855. * Specifies if the mesh will require alpha blending.
  48856. * @param mesh - BJS mesh.
  48857. */
  48858. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48859. /**
  48860. * Specifies whether or not this material should be rendered in alpha test mode.
  48861. */
  48862. needAlphaTesting(): boolean;
  48863. /**
  48864. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48865. */
  48866. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48867. /**
  48868. * Gets the texture used for the alpha test.
  48869. */
  48870. getAlphaTestTexture(): Nullable<BaseTexture>;
  48871. /**
  48872. * Specifies that the submesh is ready to be used.
  48873. * @param mesh - BJS mesh.
  48874. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48875. * @param useInstances - Specifies that instances should be used.
  48876. * @returns - boolean indicating that the submesh is ready or not.
  48877. */
  48878. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48879. /**
  48880. * Specifies if the material uses metallic roughness workflow.
  48881. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48882. */
  48883. isMetallicWorkflow(): boolean;
  48884. private _prepareEffect;
  48885. private _prepareDefines;
  48886. /**
  48887. * Force shader compilation
  48888. */
  48889. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48890. clipPlane: boolean;
  48891. }>): void;
  48892. /**
  48893. * Initializes the uniform buffer layout for the shader.
  48894. */
  48895. buildUniformLayout(): void;
  48896. /**
  48897. * Unbinds the material from the mesh
  48898. */
  48899. unbind(): void;
  48900. /**
  48901. * Binds the submesh data.
  48902. * @param world - The world matrix.
  48903. * @param mesh - The BJS mesh.
  48904. * @param subMesh - A submesh of the BJS mesh.
  48905. */
  48906. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48907. /**
  48908. * Returns the animatable textures.
  48909. * @returns - Array of animatable textures.
  48910. */
  48911. getAnimatables(): IAnimatable[];
  48912. /**
  48913. * Returns the texture used for reflections.
  48914. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48915. */
  48916. private _getReflectionTexture;
  48917. /**
  48918. * Returns an array of the actively used textures.
  48919. * @returns - Array of BaseTextures
  48920. */
  48921. getActiveTextures(): BaseTexture[];
  48922. /**
  48923. * Checks to see if a texture is used in the material.
  48924. * @param texture - Base texture to use.
  48925. * @returns - Boolean specifying if a texture is used in the material.
  48926. */
  48927. hasTexture(texture: BaseTexture): boolean;
  48928. /**
  48929. * Disposes the resources of the material.
  48930. * @param forceDisposeEffect - Forces the disposal of effects.
  48931. * @param forceDisposeTextures - Forces the disposal of all textures.
  48932. */
  48933. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48934. }
  48935. }
  48936. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48937. import { Nullable } from "babylonjs/types";
  48938. import { Scene } from "babylonjs/scene";
  48939. import { Color3 } from "babylonjs/Maths/math.color";
  48940. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48941. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48942. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48943. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48944. /**
  48945. * The Physically based material of BJS.
  48946. *
  48947. * This offers the main features of a standard PBR material.
  48948. * For more information, please refer to the documentation :
  48949. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48950. */
  48951. export class PBRMaterial extends PBRBaseMaterial {
  48952. /**
  48953. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48954. */
  48955. static readonly PBRMATERIAL_OPAQUE: number;
  48956. /**
  48957. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48958. */
  48959. static readonly PBRMATERIAL_ALPHATEST: number;
  48960. /**
  48961. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48962. */
  48963. static readonly PBRMATERIAL_ALPHABLEND: number;
  48964. /**
  48965. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48966. * They are also discarded below the alpha cutoff threshold to improve performances.
  48967. */
  48968. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48969. /**
  48970. * Defines the default value of how much AO map is occluding the analytical lights
  48971. * (point spot...).
  48972. */
  48973. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48974. /**
  48975. * Intensity of the direct lights e.g. the four lights available in your scene.
  48976. * This impacts both the direct diffuse and specular highlights.
  48977. */
  48978. directIntensity: number;
  48979. /**
  48980. * Intensity of the emissive part of the material.
  48981. * This helps controlling the emissive effect without modifying the emissive color.
  48982. */
  48983. emissiveIntensity: number;
  48984. /**
  48985. * Intensity of the environment e.g. how much the environment will light the object
  48986. * either through harmonics for rough material or through the refelction for shiny ones.
  48987. */
  48988. environmentIntensity: number;
  48989. /**
  48990. * This is a special control allowing the reduction of the specular highlights coming from the
  48991. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48992. */
  48993. specularIntensity: number;
  48994. /**
  48995. * Debug Control allowing disabling the bump map on this material.
  48996. */
  48997. disableBumpMap: boolean;
  48998. /**
  48999. * AKA Diffuse Texture in standard nomenclature.
  49000. */
  49001. albedoTexture: BaseTexture;
  49002. /**
  49003. * AKA Occlusion Texture in other nomenclature.
  49004. */
  49005. ambientTexture: BaseTexture;
  49006. /**
  49007. * AKA Occlusion Texture Intensity in other nomenclature.
  49008. */
  49009. ambientTextureStrength: number;
  49010. /**
  49011. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49012. * 1 means it completely occludes it
  49013. * 0 mean it has no impact
  49014. */
  49015. ambientTextureImpactOnAnalyticalLights: number;
  49016. /**
  49017. * Stores the alpha values in a texture.
  49018. */
  49019. opacityTexture: BaseTexture;
  49020. /**
  49021. * Stores the reflection values in a texture.
  49022. */
  49023. reflectionTexture: Nullable<BaseTexture>;
  49024. /**
  49025. * Stores the emissive values in a texture.
  49026. */
  49027. emissiveTexture: BaseTexture;
  49028. /**
  49029. * AKA Specular texture in other nomenclature.
  49030. */
  49031. reflectivityTexture: BaseTexture;
  49032. /**
  49033. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49034. */
  49035. metallicTexture: BaseTexture;
  49036. /**
  49037. * Specifies the metallic scalar of the metallic/roughness workflow.
  49038. * Can also be used to scale the metalness values of the metallic texture.
  49039. */
  49040. metallic: Nullable<number>;
  49041. /**
  49042. * Specifies the roughness scalar of the metallic/roughness workflow.
  49043. * Can also be used to scale the roughness values of the metallic texture.
  49044. */
  49045. roughness: Nullable<number>;
  49046. /**
  49047. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49048. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49049. */
  49050. microSurfaceTexture: BaseTexture;
  49051. /**
  49052. * Stores surface normal data used to displace a mesh in a texture.
  49053. */
  49054. bumpTexture: BaseTexture;
  49055. /**
  49056. * Stores the pre-calculated light information of a mesh in a texture.
  49057. */
  49058. lightmapTexture: BaseTexture;
  49059. /**
  49060. * Stores the refracted light information in a texture.
  49061. */
  49062. refractionTexture: Nullable<BaseTexture>;
  49063. /**
  49064. * The color of a material in ambient lighting.
  49065. */
  49066. ambientColor: Color3;
  49067. /**
  49068. * AKA Diffuse Color in other nomenclature.
  49069. */
  49070. albedoColor: Color3;
  49071. /**
  49072. * AKA Specular Color in other nomenclature.
  49073. */
  49074. reflectivityColor: Color3;
  49075. /**
  49076. * The color reflected from the material.
  49077. */
  49078. reflectionColor: Color3;
  49079. /**
  49080. * The color emitted from the material.
  49081. */
  49082. emissiveColor: Color3;
  49083. /**
  49084. * AKA Glossiness in other nomenclature.
  49085. */
  49086. microSurface: number;
  49087. /**
  49088. * source material index of refraction (IOR)' / 'destination material IOR.
  49089. */
  49090. indexOfRefraction: number;
  49091. /**
  49092. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49093. */
  49094. invertRefractionY: boolean;
  49095. /**
  49096. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49097. * Materials half opaque for instance using refraction could benefit from this control.
  49098. */
  49099. linkRefractionWithTransparency: boolean;
  49100. /**
  49101. * If true, the light map contains occlusion information instead of lighting info.
  49102. */
  49103. useLightmapAsShadowmap: boolean;
  49104. /**
  49105. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49106. */
  49107. useAlphaFromAlbedoTexture: boolean;
  49108. /**
  49109. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49110. */
  49111. forceAlphaTest: boolean;
  49112. /**
  49113. * Defines the alpha limits in alpha test mode.
  49114. */
  49115. alphaCutOff: number;
  49116. /**
  49117. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49118. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49119. */
  49120. useSpecularOverAlpha: boolean;
  49121. /**
  49122. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49123. */
  49124. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49125. /**
  49126. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49127. */
  49128. useRoughnessFromMetallicTextureAlpha: boolean;
  49129. /**
  49130. * Specifies if the metallic texture contains the roughness information in its green channel.
  49131. */
  49132. useRoughnessFromMetallicTextureGreen: boolean;
  49133. /**
  49134. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49135. */
  49136. useMetallnessFromMetallicTextureBlue: boolean;
  49137. /**
  49138. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49139. */
  49140. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49141. /**
  49142. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49143. */
  49144. useAmbientInGrayScale: boolean;
  49145. /**
  49146. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49147. * The material will try to infer what glossiness each pixel should be.
  49148. */
  49149. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49150. /**
  49151. * BJS is using an harcoded light falloff based on a manually sets up range.
  49152. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49153. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49154. */
  49155. /**
  49156. * BJS is using an harcoded light falloff based on a manually sets up range.
  49157. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49158. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49159. */
  49160. usePhysicalLightFalloff: boolean;
  49161. /**
  49162. * In order to support the falloff compatibility with gltf, a special mode has been added
  49163. * to reproduce the gltf light falloff.
  49164. */
  49165. /**
  49166. * In order to support the falloff compatibility with gltf, a special mode has been added
  49167. * to reproduce the gltf light falloff.
  49168. */
  49169. useGLTFLightFalloff: boolean;
  49170. /**
  49171. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49172. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49173. */
  49174. useRadianceOverAlpha: boolean;
  49175. /**
  49176. * Allows using an object space normal map (instead of tangent space).
  49177. */
  49178. useObjectSpaceNormalMap: boolean;
  49179. /**
  49180. * Allows using the bump map in parallax mode.
  49181. */
  49182. useParallax: boolean;
  49183. /**
  49184. * Allows using the bump map in parallax occlusion mode.
  49185. */
  49186. useParallaxOcclusion: boolean;
  49187. /**
  49188. * Controls the scale bias of the parallax mode.
  49189. */
  49190. parallaxScaleBias: number;
  49191. /**
  49192. * If sets to true, disables all the lights affecting the material.
  49193. */
  49194. disableLighting: boolean;
  49195. /**
  49196. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49197. */
  49198. forceIrradianceInFragment: boolean;
  49199. /**
  49200. * Number of Simultaneous lights allowed on the material.
  49201. */
  49202. maxSimultaneousLights: number;
  49203. /**
  49204. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49205. */
  49206. invertNormalMapX: boolean;
  49207. /**
  49208. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49209. */
  49210. invertNormalMapY: boolean;
  49211. /**
  49212. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49213. */
  49214. twoSidedLighting: boolean;
  49215. /**
  49216. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49217. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49218. */
  49219. useAlphaFresnel: boolean;
  49220. /**
  49221. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49222. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49223. */
  49224. useLinearAlphaFresnel: boolean;
  49225. /**
  49226. * Let user defines the brdf lookup texture used for IBL.
  49227. * A default 8bit version is embedded but you could point at :
  49228. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49229. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49230. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49231. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49232. */
  49233. environmentBRDFTexture: Nullable<BaseTexture>;
  49234. /**
  49235. * Force normal to face away from face.
  49236. */
  49237. forceNormalForward: boolean;
  49238. /**
  49239. * Enables specular anti aliasing in the PBR shader.
  49240. * It will both interacts on the Geometry for analytical and IBL lighting.
  49241. * It also prefilter the roughness map based on the bump values.
  49242. */
  49243. enableSpecularAntiAliasing: boolean;
  49244. /**
  49245. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49246. * makes the reflect vector face the model (under horizon).
  49247. */
  49248. useHorizonOcclusion: boolean;
  49249. /**
  49250. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49251. * too much the area relying on ambient texture to define their ambient occlusion.
  49252. */
  49253. useRadianceOcclusion: boolean;
  49254. /**
  49255. * If set to true, no lighting calculations will be applied.
  49256. */
  49257. unlit: boolean;
  49258. /**
  49259. * Gets the image processing configuration used either in this material.
  49260. */
  49261. /**
  49262. * Sets the Default image processing configuration used either in the this material.
  49263. *
  49264. * If sets to null, the scene one is in use.
  49265. */
  49266. imageProcessingConfiguration: ImageProcessingConfiguration;
  49267. /**
  49268. * Gets wether the color curves effect is enabled.
  49269. */
  49270. /**
  49271. * Sets wether the color curves effect is enabled.
  49272. */
  49273. cameraColorCurvesEnabled: boolean;
  49274. /**
  49275. * Gets wether the color grading effect is enabled.
  49276. */
  49277. /**
  49278. * Gets wether the color grading effect is enabled.
  49279. */
  49280. cameraColorGradingEnabled: boolean;
  49281. /**
  49282. * Gets wether tonemapping is enabled or not.
  49283. */
  49284. /**
  49285. * Sets wether tonemapping is enabled or not
  49286. */
  49287. cameraToneMappingEnabled: boolean;
  49288. /**
  49289. * The camera exposure used on this material.
  49290. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49291. * This corresponds to a photographic exposure.
  49292. */
  49293. /**
  49294. * The camera exposure used on this material.
  49295. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49296. * This corresponds to a photographic exposure.
  49297. */
  49298. cameraExposure: number;
  49299. /**
  49300. * Gets The camera contrast used on this material.
  49301. */
  49302. /**
  49303. * Sets The camera contrast used on this material.
  49304. */
  49305. cameraContrast: number;
  49306. /**
  49307. * Gets the Color Grading 2D Lookup Texture.
  49308. */
  49309. /**
  49310. * Sets the Color Grading 2D Lookup Texture.
  49311. */
  49312. cameraColorGradingTexture: Nullable<BaseTexture>;
  49313. /**
  49314. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49315. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49316. * 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;
  49317. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49318. */
  49319. /**
  49320. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49321. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49322. * 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;
  49323. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49324. */
  49325. cameraColorCurves: Nullable<ColorCurves>;
  49326. /**
  49327. * Instantiates a new PBRMaterial instance.
  49328. *
  49329. * @param name The material name
  49330. * @param scene The scene the material will be use in.
  49331. */
  49332. constructor(name: string, scene: Scene);
  49333. /**
  49334. * Returns the name of this material class.
  49335. */
  49336. getClassName(): string;
  49337. /**
  49338. * Makes a duplicate of the current material.
  49339. * @param name - name to use for the new material.
  49340. */
  49341. clone(name: string): PBRMaterial;
  49342. /**
  49343. * Serializes this PBR Material.
  49344. * @returns - An object with the serialized material.
  49345. */
  49346. serialize(): any;
  49347. /**
  49348. * Parses a PBR Material from a serialized object.
  49349. * @param source - Serialized object.
  49350. * @param scene - BJS scene instance.
  49351. * @param rootUrl - url for the scene object
  49352. * @returns - PBRMaterial
  49353. */
  49354. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49355. }
  49356. }
  49357. declare module "babylonjs/Misc/dds" {
  49358. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49359. import { Engine } from "babylonjs/Engines/engine";
  49360. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49361. import { Nullable } from "babylonjs/types";
  49362. import { Scene } from "babylonjs/scene";
  49363. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49364. /**
  49365. * Direct draw surface info
  49366. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49367. */
  49368. export interface DDSInfo {
  49369. /**
  49370. * Width of the texture
  49371. */
  49372. width: number;
  49373. /**
  49374. * Width of the texture
  49375. */
  49376. height: number;
  49377. /**
  49378. * Number of Mipmaps for the texture
  49379. * @see https://en.wikipedia.org/wiki/Mipmap
  49380. */
  49381. mipmapCount: number;
  49382. /**
  49383. * If the textures format is a known fourCC format
  49384. * @see https://www.fourcc.org/
  49385. */
  49386. isFourCC: boolean;
  49387. /**
  49388. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49389. */
  49390. isRGB: boolean;
  49391. /**
  49392. * If the texture is a lumincance format
  49393. */
  49394. isLuminance: boolean;
  49395. /**
  49396. * If this is a cube texture
  49397. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49398. */
  49399. isCube: boolean;
  49400. /**
  49401. * If the texture is a compressed format eg. FOURCC_DXT1
  49402. */
  49403. isCompressed: boolean;
  49404. /**
  49405. * The dxgiFormat of the texture
  49406. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49407. */
  49408. dxgiFormat: number;
  49409. /**
  49410. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49411. */
  49412. textureType: number;
  49413. /**
  49414. * Sphericle polynomial created for the dds texture
  49415. */
  49416. sphericalPolynomial?: SphericalPolynomial;
  49417. }
  49418. /**
  49419. * Class used to provide DDS decompression tools
  49420. */
  49421. export class DDSTools {
  49422. /**
  49423. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49424. */
  49425. static StoreLODInAlphaChannel: boolean;
  49426. /**
  49427. * Gets DDS information from an array buffer
  49428. * @param arrayBuffer defines the array buffer to read data from
  49429. * @returns the DDS information
  49430. */
  49431. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49432. private static _FloatView;
  49433. private static _Int32View;
  49434. private static _ToHalfFloat;
  49435. private static _FromHalfFloat;
  49436. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49437. private static _GetHalfFloatRGBAArrayBuffer;
  49438. private static _GetFloatRGBAArrayBuffer;
  49439. private static _GetFloatAsUIntRGBAArrayBuffer;
  49440. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49441. private static _GetRGBAArrayBuffer;
  49442. private static _ExtractLongWordOrder;
  49443. private static _GetRGBArrayBuffer;
  49444. private static _GetLuminanceArrayBuffer;
  49445. /**
  49446. * Uploads DDS Levels to a Babylon Texture
  49447. * @hidden
  49448. */
  49449. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49450. }
  49451. module "babylonjs/Engines/engine" {
  49452. interface Engine {
  49453. /**
  49454. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49455. * @param rootUrl defines the url where the file to load is located
  49456. * @param scene defines the current scene
  49457. * @param lodScale defines scale to apply to the mip map selection
  49458. * @param lodOffset defines offset to apply to the mip map selection
  49459. * @param onLoad defines an optional callback raised when the texture is loaded
  49460. * @param onError defines an optional callback raised if there is an issue to load the texture
  49461. * @param format defines the format of the data
  49462. * @param forcedExtension defines the extension to use to pick the right loader
  49463. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49464. * @returns the cube texture as an InternalTexture
  49465. */
  49466. 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;
  49467. }
  49468. }
  49469. }
  49470. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49471. import { Nullable } from "babylonjs/types";
  49472. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49473. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49474. /**
  49475. * Implementation of the DDS Texture Loader.
  49476. * @hidden
  49477. */
  49478. export class _DDSTextureLoader implements IInternalTextureLoader {
  49479. /**
  49480. * Defines wether the loader supports cascade loading the different faces.
  49481. */
  49482. readonly supportCascades: boolean;
  49483. /**
  49484. * This returns if the loader support the current file information.
  49485. * @param extension defines the file extension of the file being loaded
  49486. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49487. * @param fallback defines the fallback internal texture if any
  49488. * @param isBase64 defines whether the texture is encoded as a base64
  49489. * @param isBuffer defines whether the texture data are stored as a buffer
  49490. * @returns true if the loader can load the specified file
  49491. */
  49492. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49493. /**
  49494. * Transform the url before loading if required.
  49495. * @param rootUrl the url of the texture
  49496. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49497. * @returns the transformed texture
  49498. */
  49499. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49500. /**
  49501. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49502. * @param rootUrl the url of the texture
  49503. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49504. * @returns the fallback texture
  49505. */
  49506. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49507. /**
  49508. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49509. * @param data contains the texture data
  49510. * @param texture defines the BabylonJS internal texture
  49511. * @param createPolynomials will be true if polynomials have been requested
  49512. * @param onLoad defines the callback to trigger once the texture is ready
  49513. * @param onError defines the callback to trigger in case of error
  49514. */
  49515. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49516. /**
  49517. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49518. * @param data contains the texture data
  49519. * @param texture defines the BabylonJS internal texture
  49520. * @param callback defines the method to call once ready to upload
  49521. */
  49522. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49523. }
  49524. }
  49525. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49526. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49527. /** @hidden */
  49528. export var rgbdEncodePixelShader: {
  49529. name: string;
  49530. shader: string;
  49531. };
  49532. }
  49533. declare module "babylonjs/Misc/environmentTextureTools" {
  49534. import { Nullable } from "babylonjs/types";
  49535. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49536. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49537. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49538. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49539. import "babylonjs/Shaders/rgbdEncode.fragment";
  49540. import "babylonjs/Shaders/rgbdDecode.fragment";
  49541. /**
  49542. * Raw texture data and descriptor sufficient for WebGL texture upload
  49543. */
  49544. export interface EnvironmentTextureInfo {
  49545. /**
  49546. * Version of the environment map
  49547. */
  49548. version: number;
  49549. /**
  49550. * Width of image
  49551. */
  49552. width: number;
  49553. /**
  49554. * Irradiance information stored in the file.
  49555. */
  49556. irradiance: any;
  49557. /**
  49558. * Specular information stored in the file.
  49559. */
  49560. specular: any;
  49561. }
  49562. /**
  49563. * Sets of helpers addressing the serialization and deserialization of environment texture
  49564. * stored in a BabylonJS env file.
  49565. * Those files are usually stored as .env files.
  49566. */
  49567. export class EnvironmentTextureTools {
  49568. /**
  49569. * Magic number identifying the env file.
  49570. */
  49571. private static _MagicBytes;
  49572. /**
  49573. * Gets the environment info from an env file.
  49574. * @param data The array buffer containing the .env bytes.
  49575. * @returns the environment file info (the json header) if successfully parsed.
  49576. */
  49577. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49578. /**
  49579. * Creates an environment texture from a loaded cube texture.
  49580. * @param texture defines the cube texture to convert in env file
  49581. * @return a promise containing the environment data if succesfull.
  49582. */
  49583. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49584. /**
  49585. * Creates a JSON representation of the spherical data.
  49586. * @param texture defines the texture containing the polynomials
  49587. * @return the JSON representation of the spherical info
  49588. */
  49589. private static _CreateEnvTextureIrradiance;
  49590. /**
  49591. * Uploads the texture info contained in the env file to the GPU.
  49592. * @param texture defines the internal texture to upload to
  49593. * @param arrayBuffer defines the buffer cotaining the data to load
  49594. * @param info defines the texture info retrieved through the GetEnvInfo method
  49595. * @returns a promise
  49596. */
  49597. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49598. /**
  49599. * Uploads the levels of image data to the GPU.
  49600. * @param texture defines the internal texture to upload to
  49601. * @param imageData defines the array buffer views of image data [mipmap][face]
  49602. * @returns a promise
  49603. */
  49604. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49605. /**
  49606. * Uploads spherical polynomials information to the texture.
  49607. * @param texture defines the texture we are trying to upload the information to
  49608. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49609. */
  49610. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49611. /** @hidden */
  49612. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49613. }
  49614. }
  49615. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49616. import { Nullable } from "babylonjs/types";
  49617. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49618. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49619. /**
  49620. * Implementation of the ENV Texture Loader.
  49621. * @hidden
  49622. */
  49623. export class _ENVTextureLoader implements IInternalTextureLoader {
  49624. /**
  49625. * Defines wether the loader supports cascade loading the different faces.
  49626. */
  49627. readonly supportCascades: boolean;
  49628. /**
  49629. * This returns if the loader support the current file information.
  49630. * @param extension defines the file extension of the file being loaded
  49631. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49632. * @param fallback defines the fallback internal texture if any
  49633. * @param isBase64 defines whether the texture is encoded as a base64
  49634. * @param isBuffer defines whether the texture data are stored as a buffer
  49635. * @returns true if the loader can load the specified file
  49636. */
  49637. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49638. /**
  49639. * Transform the url before loading if required.
  49640. * @param rootUrl the url of the texture
  49641. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49642. * @returns the transformed texture
  49643. */
  49644. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49645. /**
  49646. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49647. * @param rootUrl the url of the texture
  49648. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49649. * @returns the fallback texture
  49650. */
  49651. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49652. /**
  49653. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49654. * @param data contains the texture data
  49655. * @param texture defines the BabylonJS internal texture
  49656. * @param createPolynomials will be true if polynomials have been requested
  49657. * @param onLoad defines the callback to trigger once the texture is ready
  49658. * @param onError defines the callback to trigger in case of error
  49659. */
  49660. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49661. /**
  49662. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49663. * @param data contains the texture data
  49664. * @param texture defines the BabylonJS internal texture
  49665. * @param callback defines the method to call once ready to upload
  49666. */
  49667. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49668. }
  49669. }
  49670. declare module "babylonjs/Misc/khronosTextureContainer" {
  49671. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49672. /**
  49673. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49674. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49675. */
  49676. export class KhronosTextureContainer {
  49677. /** contents of the KTX container file */
  49678. arrayBuffer: any;
  49679. private static HEADER_LEN;
  49680. private static COMPRESSED_2D;
  49681. private static COMPRESSED_3D;
  49682. private static TEX_2D;
  49683. private static TEX_3D;
  49684. /**
  49685. * Gets the openGL type
  49686. */
  49687. glType: number;
  49688. /**
  49689. * Gets the openGL type size
  49690. */
  49691. glTypeSize: number;
  49692. /**
  49693. * Gets the openGL format
  49694. */
  49695. glFormat: number;
  49696. /**
  49697. * Gets the openGL internal format
  49698. */
  49699. glInternalFormat: number;
  49700. /**
  49701. * Gets the base internal format
  49702. */
  49703. glBaseInternalFormat: number;
  49704. /**
  49705. * Gets image width in pixel
  49706. */
  49707. pixelWidth: number;
  49708. /**
  49709. * Gets image height in pixel
  49710. */
  49711. pixelHeight: number;
  49712. /**
  49713. * Gets image depth in pixels
  49714. */
  49715. pixelDepth: number;
  49716. /**
  49717. * Gets the number of array elements
  49718. */
  49719. numberOfArrayElements: number;
  49720. /**
  49721. * Gets the number of faces
  49722. */
  49723. numberOfFaces: number;
  49724. /**
  49725. * Gets the number of mipmap levels
  49726. */
  49727. numberOfMipmapLevels: number;
  49728. /**
  49729. * Gets the bytes of key value data
  49730. */
  49731. bytesOfKeyValueData: number;
  49732. /**
  49733. * Gets the load type
  49734. */
  49735. loadType: number;
  49736. /**
  49737. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49738. */
  49739. isInvalid: boolean;
  49740. /**
  49741. * Creates a new KhronosTextureContainer
  49742. * @param arrayBuffer contents of the KTX container file
  49743. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49744. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49745. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49746. */
  49747. constructor(
  49748. /** contents of the KTX container file */
  49749. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49750. /**
  49751. * Uploads KTX content to a Babylon Texture.
  49752. * It is assumed that the texture has already been created & is currently bound
  49753. * @hidden
  49754. */
  49755. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49756. private _upload2DCompressedLevels;
  49757. }
  49758. }
  49759. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49760. import { Nullable } from "babylonjs/types";
  49761. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49762. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49763. /**
  49764. * Implementation of the KTX Texture Loader.
  49765. * @hidden
  49766. */
  49767. export class _KTXTextureLoader implements IInternalTextureLoader {
  49768. /**
  49769. * Defines wether the loader supports cascade loading the different faces.
  49770. */
  49771. readonly supportCascades: boolean;
  49772. /**
  49773. * This returns if the loader support the current file information.
  49774. * @param extension defines the file extension of the file being loaded
  49775. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49776. * @param fallback defines the fallback internal texture if any
  49777. * @param isBase64 defines whether the texture is encoded as a base64
  49778. * @param isBuffer defines whether the texture data are stored as a buffer
  49779. * @returns true if the loader can load the specified file
  49780. */
  49781. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49782. /**
  49783. * Transform the url before loading if required.
  49784. * @param rootUrl the url of the texture
  49785. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49786. * @returns the transformed texture
  49787. */
  49788. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49789. /**
  49790. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49791. * @param rootUrl the url of the texture
  49792. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49793. * @returns the fallback texture
  49794. */
  49795. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49796. /**
  49797. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49798. * @param data contains the texture data
  49799. * @param texture defines the BabylonJS internal texture
  49800. * @param createPolynomials will be true if polynomials have been requested
  49801. * @param onLoad defines the callback to trigger once the texture is ready
  49802. * @param onError defines the callback to trigger in case of error
  49803. */
  49804. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49805. /**
  49806. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49807. * @param data contains the texture data
  49808. * @param texture defines the BabylonJS internal texture
  49809. * @param callback defines the method to call once ready to upload
  49810. */
  49811. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49812. }
  49813. }
  49814. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49815. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49816. import { Scene } from "babylonjs/scene";
  49817. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49818. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49819. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49820. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49821. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49822. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49823. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49824. /**
  49825. * Options for the default xr helper
  49826. */
  49827. export class WebXRDefaultExperienceOptions {
  49828. /**
  49829. * Floor meshes that should be used for teleporting
  49830. */
  49831. floorMeshes: Array<AbstractMesh>;
  49832. }
  49833. /**
  49834. * Default experience which provides a similar setup to the previous webVRExperience
  49835. */
  49836. export class WebXRDefaultExperience {
  49837. /**
  49838. * Base experience
  49839. */
  49840. baseExperience: WebXRExperienceHelper;
  49841. /**
  49842. * Input experience extension
  49843. */
  49844. input: WebXRInput;
  49845. /**
  49846. * Loads the controller models
  49847. */
  49848. controllerModelLoader: WebXRControllerModelLoader;
  49849. /**
  49850. * Enables laser pointer and selection
  49851. */
  49852. pointerSelection: WebXRControllerPointerSelection;
  49853. /**
  49854. * Enables teleportation
  49855. */
  49856. teleportation: WebXRControllerTeleportation;
  49857. /**
  49858. * Enables ui for enetering/exiting xr
  49859. */
  49860. enterExitUI: WebXREnterExitUI;
  49861. /**
  49862. * Default output canvas xr should render to
  49863. */
  49864. outputCanvas: WebXRManagedOutputCanvas;
  49865. /**
  49866. * Creates the default xr experience
  49867. * @param scene scene
  49868. * @param options options for basic configuration
  49869. * @returns resulting WebXRDefaultExperience
  49870. */
  49871. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49872. private constructor();
  49873. /**
  49874. * DIsposes of the experience helper
  49875. */
  49876. dispose(): void;
  49877. }
  49878. }
  49879. declare module "babylonjs/Helpers/sceneHelpers" {
  49880. import { Nullable } from "babylonjs/types";
  49881. import { Mesh } from "babylonjs/Meshes/mesh";
  49882. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49883. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49884. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49885. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49886. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49887. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49888. import "babylonjs/Meshes/Builders/boxBuilder";
  49889. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49890. /** @hidden */
  49891. export var _forceSceneHelpersToBundle: boolean;
  49892. module "babylonjs/scene" {
  49893. interface Scene {
  49894. /**
  49895. * Creates a default light for the scene.
  49896. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49897. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49898. */
  49899. createDefaultLight(replace?: boolean): void;
  49900. /**
  49901. * Creates a default camera for the scene.
  49902. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49903. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49904. * @param replace has default false, when true replaces the active camera in the scene
  49905. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49906. */
  49907. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49908. /**
  49909. * Creates a default camera and a default light.
  49910. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49911. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49912. * @param replace has the default false, when true replaces the active camera/light in the scene
  49913. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49914. */
  49915. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49916. /**
  49917. * Creates a new sky box
  49918. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49919. * @param environmentTexture defines the texture to use as environment texture
  49920. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49921. * @param scale defines the overall scale of the skybox
  49922. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49923. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49924. * @returns a new mesh holding the sky box
  49925. */
  49926. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49927. /**
  49928. * Creates a new environment
  49929. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49930. * @param options defines the options you can use to configure the environment
  49931. * @returns the new EnvironmentHelper
  49932. */
  49933. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49934. /**
  49935. * Creates a new VREXperienceHelper
  49936. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49937. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49938. * @returns a new VREXperienceHelper
  49939. */
  49940. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49941. /**
  49942. * Creates a new WebXRDefaultExperience
  49943. * @see http://doc.babylonjs.com/how_to/webxr
  49944. * @param options experience options
  49945. * @returns a promise for a new WebXRDefaultExperience
  49946. */
  49947. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49948. }
  49949. }
  49950. }
  49951. declare module "babylonjs/Maths/math.vertexFormat" {
  49952. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  49953. /**
  49954. * Contains position and normal vectors for a vertex
  49955. */
  49956. export class PositionNormalVertex {
  49957. /** the position of the vertex (defaut: 0,0,0) */
  49958. position: Vector3;
  49959. /** the normal of the vertex (defaut: 0,1,0) */
  49960. normal: Vector3;
  49961. /**
  49962. * Creates a PositionNormalVertex
  49963. * @param position the position of the vertex (defaut: 0,0,0)
  49964. * @param normal the normal of the vertex (defaut: 0,1,0)
  49965. */
  49966. constructor(
  49967. /** the position of the vertex (defaut: 0,0,0) */
  49968. position?: Vector3,
  49969. /** the normal of the vertex (defaut: 0,1,0) */
  49970. normal?: Vector3);
  49971. /**
  49972. * Clones the PositionNormalVertex
  49973. * @returns the cloned PositionNormalVertex
  49974. */
  49975. clone(): PositionNormalVertex;
  49976. }
  49977. /**
  49978. * Contains position, normal and uv vectors for a vertex
  49979. */
  49980. export class PositionNormalTextureVertex {
  49981. /** the position of the vertex (defaut: 0,0,0) */
  49982. position: Vector3;
  49983. /** the normal of the vertex (defaut: 0,1,0) */
  49984. normal: Vector3;
  49985. /** the uv of the vertex (default: 0,0) */
  49986. uv: Vector2;
  49987. /**
  49988. * Creates a PositionNormalTextureVertex
  49989. * @param position the position of the vertex (defaut: 0,0,0)
  49990. * @param normal the normal of the vertex (defaut: 0,1,0)
  49991. * @param uv the uv of the vertex (default: 0,0)
  49992. */
  49993. constructor(
  49994. /** the position of the vertex (defaut: 0,0,0) */
  49995. position?: Vector3,
  49996. /** the normal of the vertex (defaut: 0,1,0) */
  49997. normal?: Vector3,
  49998. /** the uv of the vertex (default: 0,0) */
  49999. uv?: Vector2);
  50000. /**
  50001. * Clones the PositionNormalTextureVertex
  50002. * @returns the cloned PositionNormalTextureVertex
  50003. */
  50004. clone(): PositionNormalTextureVertex;
  50005. }
  50006. }
  50007. declare module "babylonjs/Maths/math" {
  50008. export * from "babylonjs/Maths/math.axis";
  50009. export * from "babylonjs/Maths/math.color";
  50010. export * from "babylonjs/Maths/math.constants";
  50011. export * from "babylonjs/Maths/math.frustum";
  50012. export * from "babylonjs/Maths/math.path";
  50013. export * from "babylonjs/Maths/math.plane";
  50014. export * from "babylonjs/Maths/math.size";
  50015. export * from "babylonjs/Maths/math.vector";
  50016. export * from "babylonjs/Maths/math.vertexFormat";
  50017. export * from "babylonjs/Maths/math.viewport";
  50018. }
  50019. declare module "babylonjs/Helpers/videoDome" {
  50020. import { Scene } from "babylonjs/scene";
  50021. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50022. import { Mesh } from "babylonjs/Meshes/mesh";
  50023. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50024. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50025. import "babylonjs/Meshes/Builders/sphereBuilder";
  50026. /**
  50027. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50028. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50029. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50030. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50031. */
  50032. export class VideoDome extends TransformNode {
  50033. /**
  50034. * Define the video source as a Monoscopic panoramic 360 video.
  50035. */
  50036. static readonly MODE_MONOSCOPIC: number;
  50037. /**
  50038. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50039. */
  50040. static readonly MODE_TOPBOTTOM: number;
  50041. /**
  50042. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50043. */
  50044. static readonly MODE_SIDEBYSIDE: number;
  50045. private _halfDome;
  50046. private _useDirectMapping;
  50047. /**
  50048. * The video texture being displayed on the sphere
  50049. */
  50050. protected _videoTexture: VideoTexture;
  50051. /**
  50052. * Gets the video texture being displayed on the sphere
  50053. */
  50054. readonly videoTexture: VideoTexture;
  50055. /**
  50056. * The skybox material
  50057. */
  50058. protected _material: BackgroundMaterial;
  50059. /**
  50060. * The surface used for the skybox
  50061. */
  50062. protected _mesh: Mesh;
  50063. /**
  50064. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50065. */
  50066. private _halfDomeMask;
  50067. /**
  50068. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50069. * Also see the options.resolution property.
  50070. */
  50071. fovMultiplier: number;
  50072. private _videoMode;
  50073. /**
  50074. * Gets or set the current video mode for the video. It can be:
  50075. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50076. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50077. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50078. */
  50079. videoMode: number;
  50080. /**
  50081. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50082. *
  50083. */
  50084. /**
  50085. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50086. */
  50087. halfDome: boolean;
  50088. /**
  50089. * Oberserver used in Stereoscopic VR Mode.
  50090. */
  50091. private _onBeforeCameraRenderObserver;
  50092. /**
  50093. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50094. * @param name Element's name, child elements will append suffixes for their own names.
  50095. * @param urlsOrVideo defines the url(s) or the video element to use
  50096. * @param options An object containing optional or exposed sub element properties
  50097. */
  50098. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50099. resolution?: number;
  50100. clickToPlay?: boolean;
  50101. autoPlay?: boolean;
  50102. loop?: boolean;
  50103. size?: number;
  50104. poster?: string;
  50105. faceForward?: boolean;
  50106. useDirectMapping?: boolean;
  50107. halfDomeMode?: boolean;
  50108. }, scene: Scene);
  50109. private _changeVideoMode;
  50110. /**
  50111. * Releases resources associated with this node.
  50112. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50113. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50114. */
  50115. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50116. }
  50117. }
  50118. declare module "babylonjs/Helpers/index" {
  50119. export * from "babylonjs/Helpers/environmentHelper";
  50120. export * from "babylonjs/Helpers/photoDome";
  50121. export * from "babylonjs/Helpers/sceneHelpers";
  50122. export * from "babylonjs/Helpers/videoDome";
  50123. }
  50124. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50125. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50126. import { IDisposable } from "babylonjs/scene";
  50127. import { Engine } from "babylonjs/Engines/engine";
  50128. /**
  50129. * This class can be used to get instrumentation data from a Babylon engine
  50130. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50131. */
  50132. export class EngineInstrumentation implements IDisposable {
  50133. /**
  50134. * Define the instrumented engine.
  50135. */
  50136. engine: Engine;
  50137. private _captureGPUFrameTime;
  50138. private _gpuFrameTimeToken;
  50139. private _gpuFrameTime;
  50140. private _captureShaderCompilationTime;
  50141. private _shaderCompilationTime;
  50142. private _onBeginFrameObserver;
  50143. private _onEndFrameObserver;
  50144. private _onBeforeShaderCompilationObserver;
  50145. private _onAfterShaderCompilationObserver;
  50146. /**
  50147. * Gets the perf counter used for GPU frame time
  50148. */
  50149. readonly gpuFrameTimeCounter: PerfCounter;
  50150. /**
  50151. * Gets the GPU frame time capture status
  50152. */
  50153. /**
  50154. * Enable or disable the GPU frame time capture
  50155. */
  50156. captureGPUFrameTime: boolean;
  50157. /**
  50158. * Gets the perf counter used for shader compilation time
  50159. */
  50160. readonly shaderCompilationTimeCounter: PerfCounter;
  50161. /**
  50162. * Gets the shader compilation time capture status
  50163. */
  50164. /**
  50165. * Enable or disable the shader compilation time capture
  50166. */
  50167. captureShaderCompilationTime: boolean;
  50168. /**
  50169. * Instantiates a new engine instrumentation.
  50170. * This class can be used to get instrumentation data from a Babylon engine
  50171. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50172. * @param engine Defines the engine to instrument
  50173. */
  50174. constructor(
  50175. /**
  50176. * Define the instrumented engine.
  50177. */
  50178. engine: Engine);
  50179. /**
  50180. * Dispose and release associated resources.
  50181. */
  50182. dispose(): void;
  50183. }
  50184. }
  50185. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50186. import { Scene, IDisposable } from "babylonjs/scene";
  50187. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50188. /**
  50189. * This class can be used to get instrumentation data from a Babylon engine
  50190. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50191. */
  50192. export class SceneInstrumentation implements IDisposable {
  50193. /**
  50194. * Defines the scene to instrument
  50195. */
  50196. scene: Scene;
  50197. private _captureActiveMeshesEvaluationTime;
  50198. private _activeMeshesEvaluationTime;
  50199. private _captureRenderTargetsRenderTime;
  50200. private _renderTargetsRenderTime;
  50201. private _captureFrameTime;
  50202. private _frameTime;
  50203. private _captureRenderTime;
  50204. private _renderTime;
  50205. private _captureInterFrameTime;
  50206. private _interFrameTime;
  50207. private _captureParticlesRenderTime;
  50208. private _particlesRenderTime;
  50209. private _captureSpritesRenderTime;
  50210. private _spritesRenderTime;
  50211. private _capturePhysicsTime;
  50212. private _physicsTime;
  50213. private _captureAnimationsTime;
  50214. private _animationsTime;
  50215. private _captureCameraRenderTime;
  50216. private _cameraRenderTime;
  50217. private _onBeforeActiveMeshesEvaluationObserver;
  50218. private _onAfterActiveMeshesEvaluationObserver;
  50219. private _onBeforeRenderTargetsRenderObserver;
  50220. private _onAfterRenderTargetsRenderObserver;
  50221. private _onAfterRenderObserver;
  50222. private _onBeforeDrawPhaseObserver;
  50223. private _onAfterDrawPhaseObserver;
  50224. private _onBeforeAnimationsObserver;
  50225. private _onBeforeParticlesRenderingObserver;
  50226. private _onAfterParticlesRenderingObserver;
  50227. private _onBeforeSpritesRenderingObserver;
  50228. private _onAfterSpritesRenderingObserver;
  50229. private _onBeforePhysicsObserver;
  50230. private _onAfterPhysicsObserver;
  50231. private _onAfterAnimationsObserver;
  50232. private _onBeforeCameraRenderObserver;
  50233. private _onAfterCameraRenderObserver;
  50234. /**
  50235. * Gets the perf counter used for active meshes evaluation time
  50236. */
  50237. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50238. /**
  50239. * Gets the active meshes evaluation time capture status
  50240. */
  50241. /**
  50242. * Enable or disable the active meshes evaluation time capture
  50243. */
  50244. captureActiveMeshesEvaluationTime: boolean;
  50245. /**
  50246. * Gets the perf counter used for render targets render time
  50247. */
  50248. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50249. /**
  50250. * Gets the render targets render time capture status
  50251. */
  50252. /**
  50253. * Enable or disable the render targets render time capture
  50254. */
  50255. captureRenderTargetsRenderTime: boolean;
  50256. /**
  50257. * Gets the perf counter used for particles render time
  50258. */
  50259. readonly particlesRenderTimeCounter: PerfCounter;
  50260. /**
  50261. * Gets the particles render time capture status
  50262. */
  50263. /**
  50264. * Enable or disable the particles render time capture
  50265. */
  50266. captureParticlesRenderTime: boolean;
  50267. /**
  50268. * Gets the perf counter used for sprites render time
  50269. */
  50270. readonly spritesRenderTimeCounter: PerfCounter;
  50271. /**
  50272. * Gets the sprites render time capture status
  50273. */
  50274. /**
  50275. * Enable or disable the sprites render time capture
  50276. */
  50277. captureSpritesRenderTime: boolean;
  50278. /**
  50279. * Gets the perf counter used for physics time
  50280. */
  50281. readonly physicsTimeCounter: PerfCounter;
  50282. /**
  50283. * Gets the physics time capture status
  50284. */
  50285. /**
  50286. * Enable or disable the physics time capture
  50287. */
  50288. capturePhysicsTime: boolean;
  50289. /**
  50290. * Gets the perf counter used for animations time
  50291. */
  50292. readonly animationsTimeCounter: PerfCounter;
  50293. /**
  50294. * Gets the animations time capture status
  50295. */
  50296. /**
  50297. * Enable or disable the animations time capture
  50298. */
  50299. captureAnimationsTime: boolean;
  50300. /**
  50301. * Gets the perf counter used for frame time capture
  50302. */
  50303. readonly frameTimeCounter: PerfCounter;
  50304. /**
  50305. * Gets the frame time capture status
  50306. */
  50307. /**
  50308. * Enable or disable the frame time capture
  50309. */
  50310. captureFrameTime: boolean;
  50311. /**
  50312. * Gets the perf counter used for inter-frames time capture
  50313. */
  50314. readonly interFrameTimeCounter: PerfCounter;
  50315. /**
  50316. * Gets the inter-frames time capture status
  50317. */
  50318. /**
  50319. * Enable or disable the inter-frames time capture
  50320. */
  50321. captureInterFrameTime: boolean;
  50322. /**
  50323. * Gets the perf counter used for render time capture
  50324. */
  50325. readonly renderTimeCounter: PerfCounter;
  50326. /**
  50327. * Gets the render time capture status
  50328. */
  50329. /**
  50330. * Enable or disable the render time capture
  50331. */
  50332. captureRenderTime: boolean;
  50333. /**
  50334. * Gets the perf counter used for camera render time capture
  50335. */
  50336. readonly cameraRenderTimeCounter: PerfCounter;
  50337. /**
  50338. * Gets the camera render time capture status
  50339. */
  50340. /**
  50341. * Enable or disable the camera render time capture
  50342. */
  50343. captureCameraRenderTime: boolean;
  50344. /**
  50345. * Gets the perf counter used for draw calls
  50346. */
  50347. readonly drawCallsCounter: PerfCounter;
  50348. /**
  50349. * Instantiates a new scene instrumentation.
  50350. * This class can be used to get instrumentation data from a Babylon engine
  50351. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50352. * @param scene Defines the scene to instrument
  50353. */
  50354. constructor(
  50355. /**
  50356. * Defines the scene to instrument
  50357. */
  50358. scene: Scene);
  50359. /**
  50360. * Dispose and release associated resources.
  50361. */
  50362. dispose(): void;
  50363. }
  50364. }
  50365. declare module "babylonjs/Instrumentation/index" {
  50366. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50367. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50368. export * from "babylonjs/Instrumentation/timeToken";
  50369. }
  50370. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50371. /** @hidden */
  50372. export var glowMapGenerationPixelShader: {
  50373. name: string;
  50374. shader: string;
  50375. };
  50376. }
  50377. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50378. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50379. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50380. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50381. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50382. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50383. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50384. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50385. /** @hidden */
  50386. export var glowMapGenerationVertexShader: {
  50387. name: string;
  50388. shader: string;
  50389. };
  50390. }
  50391. declare module "babylonjs/Layers/effectLayer" {
  50392. import { Observable } from "babylonjs/Misc/observable";
  50393. import { Nullable } from "babylonjs/types";
  50394. import { Camera } from "babylonjs/Cameras/camera";
  50395. import { Scene } from "babylonjs/scene";
  50396. import { ISize } from "babylonjs/Maths/math.size";
  50397. import { Color4 } from "babylonjs/Maths/math.color";
  50398. import { Engine } from "babylonjs/Engines/engine";
  50399. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50400. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50401. import { Mesh } from "babylonjs/Meshes/mesh";
  50402. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50403. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50404. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50405. import { Effect } from "babylonjs/Materials/effect";
  50406. import { Material } from "babylonjs/Materials/material";
  50407. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50408. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50409. /**
  50410. * Effect layer options. This helps customizing the behaviour
  50411. * of the effect layer.
  50412. */
  50413. export interface IEffectLayerOptions {
  50414. /**
  50415. * Multiplication factor apply to the canvas size to compute the render target size
  50416. * used to generated the objects (the smaller the faster).
  50417. */
  50418. mainTextureRatio: number;
  50419. /**
  50420. * Enforces a fixed size texture to ensure effect stability across devices.
  50421. */
  50422. mainTextureFixedSize?: number;
  50423. /**
  50424. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50425. */
  50426. alphaBlendingMode: number;
  50427. /**
  50428. * The camera attached to the layer.
  50429. */
  50430. camera: Nullable<Camera>;
  50431. /**
  50432. * The rendering group to draw the layer in.
  50433. */
  50434. renderingGroupId: number;
  50435. }
  50436. /**
  50437. * The effect layer Helps adding post process effect blended with the main pass.
  50438. *
  50439. * This can be for instance use to generate glow or higlight effects on the scene.
  50440. *
  50441. * The effect layer class can not be used directly and is intented to inherited from to be
  50442. * customized per effects.
  50443. */
  50444. export abstract class EffectLayer {
  50445. private _vertexBuffers;
  50446. private _indexBuffer;
  50447. private _cachedDefines;
  50448. private _effectLayerMapGenerationEffect;
  50449. private _effectLayerOptions;
  50450. private _mergeEffect;
  50451. protected _scene: Scene;
  50452. protected _engine: Engine;
  50453. protected _maxSize: number;
  50454. protected _mainTextureDesiredSize: ISize;
  50455. protected _mainTexture: RenderTargetTexture;
  50456. protected _shouldRender: boolean;
  50457. protected _postProcesses: PostProcess[];
  50458. protected _textures: BaseTexture[];
  50459. protected _emissiveTextureAndColor: {
  50460. texture: Nullable<BaseTexture>;
  50461. color: Color4;
  50462. };
  50463. /**
  50464. * The name of the layer
  50465. */
  50466. name: string;
  50467. /**
  50468. * The clear color of the texture used to generate the glow map.
  50469. */
  50470. neutralColor: Color4;
  50471. /**
  50472. * Specifies wether the highlight layer is enabled or not.
  50473. */
  50474. isEnabled: boolean;
  50475. /**
  50476. * Gets the camera attached to the layer.
  50477. */
  50478. readonly camera: Nullable<Camera>;
  50479. /**
  50480. * Gets the rendering group id the layer should render in.
  50481. */
  50482. renderingGroupId: number;
  50483. /**
  50484. * An event triggered when the effect layer has been disposed.
  50485. */
  50486. onDisposeObservable: Observable<EffectLayer>;
  50487. /**
  50488. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50489. */
  50490. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50491. /**
  50492. * An event triggered when the generated texture is being merged in the scene.
  50493. */
  50494. onBeforeComposeObservable: Observable<EffectLayer>;
  50495. /**
  50496. * An event triggered when the generated texture has been merged in the scene.
  50497. */
  50498. onAfterComposeObservable: Observable<EffectLayer>;
  50499. /**
  50500. * An event triggered when the efffect layer changes its size.
  50501. */
  50502. onSizeChangedObservable: Observable<EffectLayer>;
  50503. /** @hidden */
  50504. static _SceneComponentInitialization: (scene: Scene) => void;
  50505. /**
  50506. * Instantiates a new effect Layer and references it in the scene.
  50507. * @param name The name of the layer
  50508. * @param scene The scene to use the layer in
  50509. */
  50510. constructor(
  50511. /** The Friendly of the effect in the scene */
  50512. name: string, scene: Scene);
  50513. /**
  50514. * Get the effect name of the layer.
  50515. * @return The effect name
  50516. */
  50517. abstract getEffectName(): string;
  50518. /**
  50519. * Checks for the readiness of the element composing the layer.
  50520. * @param subMesh the mesh to check for
  50521. * @param useInstances specify wether or not to use instances to render the mesh
  50522. * @return true if ready otherwise, false
  50523. */
  50524. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50525. /**
  50526. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50527. * @returns true if the effect requires stencil during the main canvas render pass.
  50528. */
  50529. abstract needStencil(): boolean;
  50530. /**
  50531. * Create the merge effect. This is the shader use to blit the information back
  50532. * to the main canvas at the end of the scene rendering.
  50533. * @returns The effect containing the shader used to merge the effect on the main canvas
  50534. */
  50535. protected abstract _createMergeEffect(): Effect;
  50536. /**
  50537. * Creates the render target textures and post processes used in the effect layer.
  50538. */
  50539. protected abstract _createTextureAndPostProcesses(): void;
  50540. /**
  50541. * Implementation specific of rendering the generating effect on the main canvas.
  50542. * @param effect The effect used to render through
  50543. */
  50544. protected abstract _internalRender(effect: Effect): void;
  50545. /**
  50546. * Sets the required values for both the emissive texture and and the main color.
  50547. */
  50548. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50549. /**
  50550. * Free any resources and references associated to a mesh.
  50551. * Internal use
  50552. * @param mesh The mesh to free.
  50553. */
  50554. abstract _disposeMesh(mesh: Mesh): void;
  50555. /**
  50556. * Serializes this layer (Glow or Highlight for example)
  50557. * @returns a serialized layer object
  50558. */
  50559. abstract serialize?(): any;
  50560. /**
  50561. * Initializes the effect layer with the required options.
  50562. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50563. */
  50564. protected _init(options: Partial<IEffectLayerOptions>): void;
  50565. /**
  50566. * Generates the index buffer of the full screen quad blending to the main canvas.
  50567. */
  50568. private _generateIndexBuffer;
  50569. /**
  50570. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50571. */
  50572. private _generateVertexBuffer;
  50573. /**
  50574. * Sets the main texture desired size which is the closest power of two
  50575. * of the engine canvas size.
  50576. */
  50577. private _setMainTextureSize;
  50578. /**
  50579. * Creates the main texture for the effect layer.
  50580. */
  50581. protected _createMainTexture(): void;
  50582. /**
  50583. * Adds specific effects defines.
  50584. * @param defines The defines to add specifics to.
  50585. */
  50586. protected _addCustomEffectDefines(defines: string[]): void;
  50587. /**
  50588. * Checks for the readiness of the element composing the layer.
  50589. * @param subMesh the mesh to check for
  50590. * @param useInstances specify wether or not to use instances to render the mesh
  50591. * @param emissiveTexture the associated emissive texture used to generate the glow
  50592. * @return true if ready otherwise, false
  50593. */
  50594. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50595. /**
  50596. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50597. */
  50598. render(): void;
  50599. /**
  50600. * Determine if a given mesh will be used in the current effect.
  50601. * @param mesh mesh to test
  50602. * @returns true if the mesh will be used
  50603. */
  50604. hasMesh(mesh: AbstractMesh): boolean;
  50605. /**
  50606. * Returns true if the layer contains information to display, otherwise false.
  50607. * @returns true if the glow layer should be rendered
  50608. */
  50609. shouldRender(): boolean;
  50610. /**
  50611. * Returns true if the mesh should render, otherwise false.
  50612. * @param mesh The mesh to render
  50613. * @returns true if it should render otherwise false
  50614. */
  50615. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50616. /**
  50617. * Returns true if the mesh can be rendered, otherwise false.
  50618. * @param mesh The mesh to render
  50619. * @param material The material used on the mesh
  50620. * @returns true if it can be rendered otherwise false
  50621. */
  50622. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50623. /**
  50624. * Returns true if the mesh should render, otherwise false.
  50625. * @param mesh The mesh to render
  50626. * @returns true if it should render otherwise false
  50627. */
  50628. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50629. /**
  50630. * Renders the submesh passed in parameter to the generation map.
  50631. */
  50632. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50633. /**
  50634. * Rebuild the required buffers.
  50635. * @hidden Internal use only.
  50636. */
  50637. _rebuild(): void;
  50638. /**
  50639. * Dispose only the render target textures and post process.
  50640. */
  50641. private _disposeTextureAndPostProcesses;
  50642. /**
  50643. * Dispose the highlight layer and free resources.
  50644. */
  50645. dispose(): void;
  50646. /**
  50647. * Gets the class name of the effect layer
  50648. * @returns the string with the class name of the effect layer
  50649. */
  50650. getClassName(): string;
  50651. /**
  50652. * Creates an effect layer from parsed effect layer data
  50653. * @param parsedEffectLayer defines effect layer data
  50654. * @param scene defines the current scene
  50655. * @param rootUrl defines the root URL containing the effect layer information
  50656. * @returns a parsed effect Layer
  50657. */
  50658. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50659. }
  50660. }
  50661. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50662. import { Scene } from "babylonjs/scene";
  50663. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50664. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50665. import { AbstractScene } from "babylonjs/abstractScene";
  50666. module "babylonjs/abstractScene" {
  50667. interface AbstractScene {
  50668. /**
  50669. * The list of effect layers (highlights/glow) added to the scene
  50670. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50671. * @see http://doc.babylonjs.com/how_to/glow_layer
  50672. */
  50673. effectLayers: Array<EffectLayer>;
  50674. /**
  50675. * Removes the given effect layer from this scene.
  50676. * @param toRemove defines the effect layer to remove
  50677. * @returns the index of the removed effect layer
  50678. */
  50679. removeEffectLayer(toRemove: EffectLayer): number;
  50680. /**
  50681. * Adds the given effect layer to this scene
  50682. * @param newEffectLayer defines the effect layer to add
  50683. */
  50684. addEffectLayer(newEffectLayer: EffectLayer): void;
  50685. }
  50686. }
  50687. /**
  50688. * Defines the layer scene component responsible to manage any effect layers
  50689. * in a given scene.
  50690. */
  50691. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50692. /**
  50693. * The component name helpfull to identify the component in the list of scene components.
  50694. */
  50695. readonly name: string;
  50696. /**
  50697. * The scene the component belongs to.
  50698. */
  50699. scene: Scene;
  50700. private _engine;
  50701. private _renderEffects;
  50702. private _needStencil;
  50703. private _previousStencilState;
  50704. /**
  50705. * Creates a new instance of the component for the given scene
  50706. * @param scene Defines the scene to register the component in
  50707. */
  50708. constructor(scene: Scene);
  50709. /**
  50710. * Registers the component in a given scene
  50711. */
  50712. register(): void;
  50713. /**
  50714. * Rebuilds the elements related to this component in case of
  50715. * context lost for instance.
  50716. */
  50717. rebuild(): void;
  50718. /**
  50719. * Serializes the component data to the specified json object
  50720. * @param serializationObject The object to serialize to
  50721. */
  50722. serialize(serializationObject: any): void;
  50723. /**
  50724. * Adds all the elements from the container to the scene
  50725. * @param container the container holding the elements
  50726. */
  50727. addFromContainer(container: AbstractScene): void;
  50728. /**
  50729. * Removes all the elements in the container from the scene
  50730. * @param container contains the elements to remove
  50731. * @param dispose if the removed element should be disposed (default: false)
  50732. */
  50733. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50734. /**
  50735. * Disposes the component and the associated ressources.
  50736. */
  50737. dispose(): void;
  50738. private _isReadyForMesh;
  50739. private _renderMainTexture;
  50740. private _setStencil;
  50741. private _setStencilBack;
  50742. private _draw;
  50743. private _drawCamera;
  50744. private _drawRenderingGroup;
  50745. }
  50746. }
  50747. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50748. /** @hidden */
  50749. export var glowMapMergePixelShader: {
  50750. name: string;
  50751. shader: string;
  50752. };
  50753. }
  50754. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50755. /** @hidden */
  50756. export var glowMapMergeVertexShader: {
  50757. name: string;
  50758. shader: string;
  50759. };
  50760. }
  50761. declare module "babylonjs/Layers/glowLayer" {
  50762. import { Nullable } from "babylonjs/types";
  50763. import { Camera } from "babylonjs/Cameras/camera";
  50764. import { Scene } from "babylonjs/scene";
  50765. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50767. import { Mesh } from "babylonjs/Meshes/mesh";
  50768. import { Texture } from "babylonjs/Materials/Textures/texture";
  50769. import { Effect } from "babylonjs/Materials/effect";
  50770. import { Material } from "babylonjs/Materials/material";
  50771. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50772. import { Color4 } from "babylonjs/Maths/math.color";
  50773. import "babylonjs/Shaders/glowMapMerge.fragment";
  50774. import "babylonjs/Shaders/glowMapMerge.vertex";
  50775. import "babylonjs/Layers/effectLayerSceneComponent";
  50776. module "babylonjs/abstractScene" {
  50777. interface AbstractScene {
  50778. /**
  50779. * Return a the first highlight layer of the scene with a given name.
  50780. * @param name The name of the highlight layer to look for.
  50781. * @return The highlight layer if found otherwise null.
  50782. */
  50783. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50784. }
  50785. }
  50786. /**
  50787. * Glow layer options. This helps customizing the behaviour
  50788. * of the glow layer.
  50789. */
  50790. export interface IGlowLayerOptions {
  50791. /**
  50792. * Multiplication factor apply to the canvas size to compute the render target size
  50793. * used to generated the glowing objects (the smaller the faster).
  50794. */
  50795. mainTextureRatio: number;
  50796. /**
  50797. * Enforces a fixed size texture to ensure resize independant blur.
  50798. */
  50799. mainTextureFixedSize?: number;
  50800. /**
  50801. * How big is the kernel of the blur texture.
  50802. */
  50803. blurKernelSize: number;
  50804. /**
  50805. * The camera attached to the layer.
  50806. */
  50807. camera: Nullable<Camera>;
  50808. /**
  50809. * Enable MSAA by chosing the number of samples.
  50810. */
  50811. mainTextureSamples?: number;
  50812. /**
  50813. * The rendering group to draw the layer in.
  50814. */
  50815. renderingGroupId: number;
  50816. }
  50817. /**
  50818. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50819. *
  50820. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50821. * glowy meshes to your scene.
  50822. *
  50823. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50824. */
  50825. export class GlowLayer extends EffectLayer {
  50826. /**
  50827. * Effect Name of the layer.
  50828. */
  50829. static readonly EffectName: string;
  50830. /**
  50831. * The default blur kernel size used for the glow.
  50832. */
  50833. static DefaultBlurKernelSize: number;
  50834. /**
  50835. * The default texture size ratio used for the glow.
  50836. */
  50837. static DefaultTextureRatio: number;
  50838. /**
  50839. * Sets the kernel size of the blur.
  50840. */
  50841. /**
  50842. * Gets the kernel size of the blur.
  50843. */
  50844. blurKernelSize: number;
  50845. /**
  50846. * Sets the glow intensity.
  50847. */
  50848. /**
  50849. * Gets the glow intensity.
  50850. */
  50851. intensity: number;
  50852. private _options;
  50853. private _intensity;
  50854. private _horizontalBlurPostprocess1;
  50855. private _verticalBlurPostprocess1;
  50856. private _horizontalBlurPostprocess2;
  50857. private _verticalBlurPostprocess2;
  50858. private _blurTexture1;
  50859. private _blurTexture2;
  50860. private _postProcesses1;
  50861. private _postProcesses2;
  50862. private _includedOnlyMeshes;
  50863. private _excludedMeshes;
  50864. /**
  50865. * Callback used to let the user override the color selection on a per mesh basis
  50866. */
  50867. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50868. /**
  50869. * Callback used to let the user override the texture selection on a per mesh basis
  50870. */
  50871. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50872. /**
  50873. * Instantiates a new glow Layer and references it to the scene.
  50874. * @param name The name of the layer
  50875. * @param scene The scene to use the layer in
  50876. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50877. */
  50878. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50879. /**
  50880. * Get the effect name of the layer.
  50881. * @return The effect name
  50882. */
  50883. getEffectName(): string;
  50884. /**
  50885. * Create the merge effect. This is the shader use to blit the information back
  50886. * to the main canvas at the end of the scene rendering.
  50887. */
  50888. protected _createMergeEffect(): Effect;
  50889. /**
  50890. * Creates the render target textures and post processes used in the glow layer.
  50891. */
  50892. protected _createTextureAndPostProcesses(): void;
  50893. /**
  50894. * Checks for the readiness of the element composing the layer.
  50895. * @param subMesh the mesh to check for
  50896. * @param useInstances specify wether or not to use instances to render the mesh
  50897. * @param emissiveTexture the associated emissive texture used to generate the glow
  50898. * @return true if ready otherwise, false
  50899. */
  50900. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50901. /**
  50902. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50903. */
  50904. needStencil(): boolean;
  50905. /**
  50906. * Returns true if the mesh can be rendered, otherwise false.
  50907. * @param mesh The mesh to render
  50908. * @param material The material used on the mesh
  50909. * @returns true if it can be rendered otherwise false
  50910. */
  50911. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50912. /**
  50913. * Implementation specific of rendering the generating effect on the main canvas.
  50914. * @param effect The effect used to render through
  50915. */
  50916. protected _internalRender(effect: Effect): void;
  50917. /**
  50918. * Sets the required values for both the emissive texture and and the main color.
  50919. */
  50920. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50921. /**
  50922. * Returns true if the mesh should render, otherwise false.
  50923. * @param mesh The mesh to render
  50924. * @returns true if it should render otherwise false
  50925. */
  50926. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50927. /**
  50928. * Adds specific effects defines.
  50929. * @param defines The defines to add specifics to.
  50930. */
  50931. protected _addCustomEffectDefines(defines: string[]): void;
  50932. /**
  50933. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50934. * @param mesh The mesh to exclude from the glow layer
  50935. */
  50936. addExcludedMesh(mesh: Mesh): void;
  50937. /**
  50938. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50939. * @param mesh The mesh to remove
  50940. */
  50941. removeExcludedMesh(mesh: Mesh): void;
  50942. /**
  50943. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50944. * @param mesh The mesh to include in the glow layer
  50945. */
  50946. addIncludedOnlyMesh(mesh: Mesh): void;
  50947. /**
  50948. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50949. * @param mesh The mesh to remove
  50950. */
  50951. removeIncludedOnlyMesh(mesh: Mesh): void;
  50952. /**
  50953. * Determine if a given mesh will be used in the glow layer
  50954. * @param mesh The mesh to test
  50955. * @returns true if the mesh will be highlighted by the current glow layer
  50956. */
  50957. hasMesh(mesh: AbstractMesh): boolean;
  50958. /**
  50959. * Free any resources and references associated to a mesh.
  50960. * Internal use
  50961. * @param mesh The mesh to free.
  50962. * @hidden
  50963. */
  50964. _disposeMesh(mesh: Mesh): void;
  50965. /**
  50966. * Gets the class name of the effect layer
  50967. * @returns the string with the class name of the effect layer
  50968. */
  50969. getClassName(): string;
  50970. /**
  50971. * Serializes this glow layer
  50972. * @returns a serialized glow layer object
  50973. */
  50974. serialize(): any;
  50975. /**
  50976. * Creates a Glow Layer from parsed glow layer data
  50977. * @param parsedGlowLayer defines glow layer data
  50978. * @param scene defines the current scene
  50979. * @param rootUrl defines the root URL containing the glow layer information
  50980. * @returns a parsed Glow Layer
  50981. */
  50982. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50983. }
  50984. }
  50985. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50986. /** @hidden */
  50987. export var glowBlurPostProcessPixelShader: {
  50988. name: string;
  50989. shader: string;
  50990. };
  50991. }
  50992. declare module "babylonjs/Layers/highlightLayer" {
  50993. import { Observable } from "babylonjs/Misc/observable";
  50994. import { Nullable } from "babylonjs/types";
  50995. import { Camera } from "babylonjs/Cameras/camera";
  50996. import { Scene } from "babylonjs/scene";
  50997. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50998. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50999. import { Mesh } from "babylonjs/Meshes/mesh";
  51000. import { Effect } from "babylonjs/Materials/effect";
  51001. import { Material } from "babylonjs/Materials/material";
  51002. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51003. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51004. import "babylonjs/Shaders/glowMapMerge.fragment";
  51005. import "babylonjs/Shaders/glowMapMerge.vertex";
  51006. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51007. module "babylonjs/abstractScene" {
  51008. interface AbstractScene {
  51009. /**
  51010. * Return a the first highlight layer of the scene with a given name.
  51011. * @param name The name of the highlight layer to look for.
  51012. * @return The highlight layer if found otherwise null.
  51013. */
  51014. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51015. }
  51016. }
  51017. /**
  51018. * Highlight layer options. This helps customizing the behaviour
  51019. * of the highlight layer.
  51020. */
  51021. export interface IHighlightLayerOptions {
  51022. /**
  51023. * Multiplication factor apply to the canvas size to compute the render target size
  51024. * used to generated the glowing objects (the smaller the faster).
  51025. */
  51026. mainTextureRatio: number;
  51027. /**
  51028. * Enforces a fixed size texture to ensure resize independant blur.
  51029. */
  51030. mainTextureFixedSize?: number;
  51031. /**
  51032. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51033. * of the picture to blur (the smaller the faster).
  51034. */
  51035. blurTextureSizeRatio: number;
  51036. /**
  51037. * How big in texel of the blur texture is the vertical blur.
  51038. */
  51039. blurVerticalSize: number;
  51040. /**
  51041. * How big in texel of the blur texture is the horizontal blur.
  51042. */
  51043. blurHorizontalSize: number;
  51044. /**
  51045. * Alpha blending mode used to apply the blur. Default is combine.
  51046. */
  51047. alphaBlendingMode: number;
  51048. /**
  51049. * The camera attached to the layer.
  51050. */
  51051. camera: Nullable<Camera>;
  51052. /**
  51053. * Should we display highlight as a solid stroke?
  51054. */
  51055. isStroke?: boolean;
  51056. /**
  51057. * The rendering group to draw the layer in.
  51058. */
  51059. renderingGroupId: number;
  51060. }
  51061. /**
  51062. * The highlight layer Helps adding a glow effect around a mesh.
  51063. *
  51064. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51065. * glowy meshes to your scene.
  51066. *
  51067. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51068. */
  51069. export class HighlightLayer extends EffectLayer {
  51070. name: string;
  51071. /**
  51072. * Effect Name of the highlight layer.
  51073. */
  51074. static readonly EffectName: string;
  51075. /**
  51076. * The neutral color used during the preparation of the glow effect.
  51077. * This is black by default as the blend operation is a blend operation.
  51078. */
  51079. static NeutralColor: Color4;
  51080. /**
  51081. * Stencil value used for glowing meshes.
  51082. */
  51083. static GlowingMeshStencilReference: number;
  51084. /**
  51085. * Stencil value used for the other meshes in the scene.
  51086. */
  51087. static NormalMeshStencilReference: number;
  51088. /**
  51089. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51090. */
  51091. innerGlow: boolean;
  51092. /**
  51093. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51094. */
  51095. outerGlow: boolean;
  51096. /**
  51097. * Specifies the horizontal size of the blur.
  51098. */
  51099. /**
  51100. * Gets the horizontal size of the blur.
  51101. */
  51102. blurHorizontalSize: number;
  51103. /**
  51104. * Specifies the vertical size of the blur.
  51105. */
  51106. /**
  51107. * Gets the vertical size of the blur.
  51108. */
  51109. blurVerticalSize: number;
  51110. /**
  51111. * An event triggered when the highlight layer is being blurred.
  51112. */
  51113. onBeforeBlurObservable: Observable<HighlightLayer>;
  51114. /**
  51115. * An event triggered when the highlight layer has been blurred.
  51116. */
  51117. onAfterBlurObservable: Observable<HighlightLayer>;
  51118. private _instanceGlowingMeshStencilReference;
  51119. private _options;
  51120. private _downSamplePostprocess;
  51121. private _horizontalBlurPostprocess;
  51122. private _verticalBlurPostprocess;
  51123. private _blurTexture;
  51124. private _meshes;
  51125. private _excludedMeshes;
  51126. /**
  51127. * Instantiates a new highlight Layer and references it to the scene..
  51128. * @param name The name of the layer
  51129. * @param scene The scene to use the layer in
  51130. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51131. */
  51132. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51133. /**
  51134. * Get the effect name of the layer.
  51135. * @return The effect name
  51136. */
  51137. getEffectName(): string;
  51138. /**
  51139. * Create the merge effect. This is the shader use to blit the information back
  51140. * to the main canvas at the end of the scene rendering.
  51141. */
  51142. protected _createMergeEffect(): Effect;
  51143. /**
  51144. * Creates the render target textures and post processes used in the highlight layer.
  51145. */
  51146. protected _createTextureAndPostProcesses(): void;
  51147. /**
  51148. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51149. */
  51150. needStencil(): boolean;
  51151. /**
  51152. * Checks for the readiness of the element composing the layer.
  51153. * @param subMesh the mesh to check for
  51154. * @param useInstances specify wether or not to use instances to render the mesh
  51155. * @param emissiveTexture the associated emissive texture used to generate the glow
  51156. * @return true if ready otherwise, false
  51157. */
  51158. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51159. /**
  51160. * Implementation specific of rendering the generating effect on the main canvas.
  51161. * @param effect The effect used to render through
  51162. */
  51163. protected _internalRender(effect: Effect): void;
  51164. /**
  51165. * Returns true if the layer contains information to display, otherwise false.
  51166. */
  51167. shouldRender(): boolean;
  51168. /**
  51169. * Returns true if the mesh should render, otherwise false.
  51170. * @param mesh The mesh to render
  51171. * @returns true if it should render otherwise false
  51172. */
  51173. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51174. /**
  51175. * Sets the required values for both the emissive texture and and the main color.
  51176. */
  51177. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51178. /**
  51179. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51180. * @param mesh The mesh to exclude from the highlight layer
  51181. */
  51182. addExcludedMesh(mesh: Mesh): void;
  51183. /**
  51184. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51185. * @param mesh The mesh to highlight
  51186. */
  51187. removeExcludedMesh(mesh: Mesh): void;
  51188. /**
  51189. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51190. * @param mesh mesh to test
  51191. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51192. */
  51193. hasMesh(mesh: AbstractMesh): boolean;
  51194. /**
  51195. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51196. * @param mesh The mesh to highlight
  51197. * @param color The color of the highlight
  51198. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51199. */
  51200. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51201. /**
  51202. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51203. * @param mesh The mesh to highlight
  51204. */
  51205. removeMesh(mesh: Mesh): void;
  51206. /**
  51207. * Force the stencil to the normal expected value for none glowing parts
  51208. */
  51209. private _defaultStencilReference;
  51210. /**
  51211. * Free any resources and references associated to a mesh.
  51212. * Internal use
  51213. * @param mesh The mesh to free.
  51214. * @hidden
  51215. */
  51216. _disposeMesh(mesh: Mesh): void;
  51217. /**
  51218. * Dispose the highlight layer and free resources.
  51219. */
  51220. dispose(): void;
  51221. /**
  51222. * Gets the class name of the effect layer
  51223. * @returns the string with the class name of the effect layer
  51224. */
  51225. getClassName(): string;
  51226. /**
  51227. * Serializes this Highlight layer
  51228. * @returns a serialized Highlight layer object
  51229. */
  51230. serialize(): any;
  51231. /**
  51232. * Creates a Highlight layer from parsed Highlight layer data
  51233. * @param parsedHightlightLayer defines the Highlight layer data
  51234. * @param scene defines the current scene
  51235. * @param rootUrl defines the root URL containing the Highlight layer information
  51236. * @returns a parsed Highlight layer
  51237. */
  51238. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51239. }
  51240. }
  51241. declare module "babylonjs/Layers/layerSceneComponent" {
  51242. import { Scene } from "babylonjs/scene";
  51243. import { ISceneComponent } from "babylonjs/sceneComponent";
  51244. import { Layer } from "babylonjs/Layers/layer";
  51245. import { AbstractScene } from "babylonjs/abstractScene";
  51246. module "babylonjs/abstractScene" {
  51247. interface AbstractScene {
  51248. /**
  51249. * The list of layers (background and foreground) of the scene
  51250. */
  51251. layers: Array<Layer>;
  51252. }
  51253. }
  51254. /**
  51255. * Defines the layer scene component responsible to manage any layers
  51256. * in a given scene.
  51257. */
  51258. export class LayerSceneComponent implements ISceneComponent {
  51259. /**
  51260. * The component name helpfull to identify the component in the list of scene components.
  51261. */
  51262. readonly name: string;
  51263. /**
  51264. * The scene the component belongs to.
  51265. */
  51266. scene: Scene;
  51267. private _engine;
  51268. /**
  51269. * Creates a new instance of the component for the given scene
  51270. * @param scene Defines the scene to register the component in
  51271. */
  51272. constructor(scene: Scene);
  51273. /**
  51274. * Registers the component in a given scene
  51275. */
  51276. register(): void;
  51277. /**
  51278. * Rebuilds the elements related to this component in case of
  51279. * context lost for instance.
  51280. */
  51281. rebuild(): void;
  51282. /**
  51283. * Disposes the component and the associated ressources.
  51284. */
  51285. dispose(): void;
  51286. private _draw;
  51287. private _drawCameraPredicate;
  51288. private _drawCameraBackground;
  51289. private _drawCameraForeground;
  51290. private _drawRenderTargetPredicate;
  51291. private _drawRenderTargetBackground;
  51292. private _drawRenderTargetForeground;
  51293. /**
  51294. * Adds all the elements from the container to the scene
  51295. * @param container the container holding the elements
  51296. */
  51297. addFromContainer(container: AbstractScene): void;
  51298. /**
  51299. * Removes all the elements in the container from the scene
  51300. * @param container contains the elements to remove
  51301. * @param dispose if the removed element should be disposed (default: false)
  51302. */
  51303. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51304. }
  51305. }
  51306. declare module "babylonjs/Shaders/layer.fragment" {
  51307. /** @hidden */
  51308. export var layerPixelShader: {
  51309. name: string;
  51310. shader: string;
  51311. };
  51312. }
  51313. declare module "babylonjs/Shaders/layer.vertex" {
  51314. /** @hidden */
  51315. export var layerVertexShader: {
  51316. name: string;
  51317. shader: string;
  51318. };
  51319. }
  51320. declare module "babylonjs/Layers/layer" {
  51321. import { Observable } from "babylonjs/Misc/observable";
  51322. import { Nullable } from "babylonjs/types";
  51323. import { Scene } from "babylonjs/scene";
  51324. import { Vector2 } from "babylonjs/Maths/math.vector";
  51325. import { Color4 } from "babylonjs/Maths/math.color";
  51326. import { Texture } from "babylonjs/Materials/Textures/texture";
  51327. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51328. import "babylonjs/Shaders/layer.fragment";
  51329. import "babylonjs/Shaders/layer.vertex";
  51330. /**
  51331. * This represents a full screen 2d layer.
  51332. * This can be useful to display a picture in the background of your scene for instance.
  51333. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51334. */
  51335. export class Layer {
  51336. /**
  51337. * Define the name of the layer.
  51338. */
  51339. name: string;
  51340. /**
  51341. * Define the texture the layer should display.
  51342. */
  51343. texture: Nullable<Texture>;
  51344. /**
  51345. * Is the layer in background or foreground.
  51346. */
  51347. isBackground: boolean;
  51348. /**
  51349. * Define the color of the layer (instead of texture).
  51350. */
  51351. color: Color4;
  51352. /**
  51353. * Define the scale of the layer in order to zoom in out of the texture.
  51354. */
  51355. scale: Vector2;
  51356. /**
  51357. * Define an offset for the layer in order to shift the texture.
  51358. */
  51359. offset: Vector2;
  51360. /**
  51361. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51362. */
  51363. alphaBlendingMode: number;
  51364. /**
  51365. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51366. * Alpha test will not mix with the background color in case of transparency.
  51367. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51368. */
  51369. alphaTest: boolean;
  51370. /**
  51371. * Define a mask to restrict the layer to only some of the scene cameras.
  51372. */
  51373. layerMask: number;
  51374. /**
  51375. * Define the list of render target the layer is visible into.
  51376. */
  51377. renderTargetTextures: RenderTargetTexture[];
  51378. /**
  51379. * Define if the layer is only used in renderTarget or if it also
  51380. * renders in the main frame buffer of the canvas.
  51381. */
  51382. renderOnlyInRenderTargetTextures: boolean;
  51383. private _scene;
  51384. private _vertexBuffers;
  51385. private _indexBuffer;
  51386. private _effect;
  51387. private _alphaTestEffect;
  51388. /**
  51389. * An event triggered when the layer is disposed.
  51390. */
  51391. onDisposeObservable: Observable<Layer>;
  51392. private _onDisposeObserver;
  51393. /**
  51394. * Back compatibility with callback before the onDisposeObservable existed.
  51395. * The set callback will be triggered when the layer has been disposed.
  51396. */
  51397. onDispose: () => void;
  51398. /**
  51399. * An event triggered before rendering the scene
  51400. */
  51401. onBeforeRenderObservable: Observable<Layer>;
  51402. private _onBeforeRenderObserver;
  51403. /**
  51404. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51405. * The set callback will be triggered just before rendering the layer.
  51406. */
  51407. onBeforeRender: () => void;
  51408. /**
  51409. * An event triggered after rendering the scene
  51410. */
  51411. onAfterRenderObservable: Observable<Layer>;
  51412. private _onAfterRenderObserver;
  51413. /**
  51414. * Back compatibility with callback before the onAfterRenderObservable existed.
  51415. * The set callback will be triggered just after rendering the layer.
  51416. */
  51417. onAfterRender: () => void;
  51418. /**
  51419. * Instantiates a new layer.
  51420. * This represents a full screen 2d layer.
  51421. * This can be useful to display a picture in the background of your scene for instance.
  51422. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51423. * @param name Define the name of the layer in the scene
  51424. * @param imgUrl Define the url of the texture to display in the layer
  51425. * @param scene Define the scene the layer belongs to
  51426. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51427. * @param color Defines a color for the layer
  51428. */
  51429. constructor(
  51430. /**
  51431. * Define the name of the layer.
  51432. */
  51433. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51434. private _createIndexBuffer;
  51435. /** @hidden */
  51436. _rebuild(): void;
  51437. /**
  51438. * Renders the layer in the scene.
  51439. */
  51440. render(): void;
  51441. /**
  51442. * Disposes and releases the associated ressources.
  51443. */
  51444. dispose(): void;
  51445. }
  51446. }
  51447. declare module "babylonjs/Layers/index" {
  51448. export * from "babylonjs/Layers/effectLayer";
  51449. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51450. export * from "babylonjs/Layers/glowLayer";
  51451. export * from "babylonjs/Layers/highlightLayer";
  51452. export * from "babylonjs/Layers/layer";
  51453. export * from "babylonjs/Layers/layerSceneComponent";
  51454. }
  51455. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51456. /** @hidden */
  51457. export var lensFlarePixelShader: {
  51458. name: string;
  51459. shader: string;
  51460. };
  51461. }
  51462. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51463. /** @hidden */
  51464. export var lensFlareVertexShader: {
  51465. name: string;
  51466. shader: string;
  51467. };
  51468. }
  51469. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51470. import { Scene } from "babylonjs/scene";
  51471. import { Vector3 } from "babylonjs/Maths/math.vector";
  51472. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51473. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51474. import "babylonjs/Shaders/lensFlare.fragment";
  51475. import "babylonjs/Shaders/lensFlare.vertex";
  51476. import { Viewport } from "babylonjs/Maths/math.viewport";
  51477. /**
  51478. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51479. * It is usually composed of several `lensFlare`.
  51480. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51481. */
  51482. export class LensFlareSystem {
  51483. /**
  51484. * Define the name of the lens flare system
  51485. */
  51486. name: string;
  51487. /**
  51488. * List of lens flares used in this system.
  51489. */
  51490. lensFlares: LensFlare[];
  51491. /**
  51492. * Define a limit from the border the lens flare can be visible.
  51493. */
  51494. borderLimit: number;
  51495. /**
  51496. * Define a viewport border we do not want to see the lens flare in.
  51497. */
  51498. viewportBorder: number;
  51499. /**
  51500. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51501. */
  51502. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51503. /**
  51504. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51505. */
  51506. layerMask: number;
  51507. /**
  51508. * Define the id of the lens flare system in the scene.
  51509. * (equal to name by default)
  51510. */
  51511. id: string;
  51512. private _scene;
  51513. private _emitter;
  51514. private _vertexBuffers;
  51515. private _indexBuffer;
  51516. private _effect;
  51517. private _positionX;
  51518. private _positionY;
  51519. private _isEnabled;
  51520. /** @hidden */
  51521. static _SceneComponentInitialization: (scene: Scene) => void;
  51522. /**
  51523. * Instantiates a lens flare system.
  51524. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51525. * It is usually composed of several `lensFlare`.
  51526. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51527. * @param name Define the name of the lens flare system in the scene
  51528. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51529. * @param scene Define the scene the lens flare system belongs to
  51530. */
  51531. constructor(
  51532. /**
  51533. * Define the name of the lens flare system
  51534. */
  51535. name: string, emitter: any, scene: Scene);
  51536. /**
  51537. * Define if the lens flare system is enabled.
  51538. */
  51539. isEnabled: boolean;
  51540. /**
  51541. * Get the scene the effects belongs to.
  51542. * @returns the scene holding the lens flare system
  51543. */
  51544. getScene(): Scene;
  51545. /**
  51546. * Get the emitter of the lens flare system.
  51547. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51548. * @returns the emitter of the lens flare system
  51549. */
  51550. getEmitter(): any;
  51551. /**
  51552. * Set the emitter of the lens flare system.
  51553. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51554. * @param newEmitter Define the new emitter of the system
  51555. */
  51556. setEmitter(newEmitter: any): void;
  51557. /**
  51558. * Get the lens flare system emitter position.
  51559. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51560. * @returns the position
  51561. */
  51562. getEmitterPosition(): Vector3;
  51563. /**
  51564. * @hidden
  51565. */
  51566. computeEffectivePosition(globalViewport: Viewport): boolean;
  51567. /** @hidden */
  51568. _isVisible(): boolean;
  51569. /**
  51570. * @hidden
  51571. */
  51572. render(): boolean;
  51573. /**
  51574. * Dispose and release the lens flare with its associated resources.
  51575. */
  51576. dispose(): void;
  51577. /**
  51578. * Parse a lens flare system from a JSON repressentation
  51579. * @param parsedLensFlareSystem Define the JSON to parse
  51580. * @param scene Define the scene the parsed system should be instantiated in
  51581. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51582. * @returns the parsed system
  51583. */
  51584. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51585. /**
  51586. * Serialize the current Lens Flare System into a JSON representation.
  51587. * @returns the serialized JSON
  51588. */
  51589. serialize(): any;
  51590. }
  51591. }
  51592. declare module "babylonjs/LensFlares/lensFlare" {
  51593. import { Nullable } from "babylonjs/types";
  51594. import { Color3 } from "babylonjs/Maths/math.color";
  51595. import { Texture } from "babylonjs/Materials/Textures/texture";
  51596. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51597. /**
  51598. * This represents one of the lens effect in a `lensFlareSystem`.
  51599. * It controls one of the indiviual texture used in the effect.
  51600. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51601. */
  51602. export class LensFlare {
  51603. /**
  51604. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51605. */
  51606. size: number;
  51607. /**
  51608. * 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.
  51609. */
  51610. position: number;
  51611. /**
  51612. * Define the lens color.
  51613. */
  51614. color: Color3;
  51615. /**
  51616. * Define the lens texture.
  51617. */
  51618. texture: Nullable<Texture>;
  51619. /**
  51620. * Define the alpha mode to render this particular lens.
  51621. */
  51622. alphaMode: number;
  51623. private _system;
  51624. /**
  51625. * Creates a new Lens Flare.
  51626. * This represents one of the lens effect in a `lensFlareSystem`.
  51627. * It controls one of the indiviual texture used in the effect.
  51628. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51629. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51630. * @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.
  51631. * @param color Define the lens color
  51632. * @param imgUrl Define the lens texture url
  51633. * @param system Define the `lensFlareSystem` this flare is part of
  51634. * @returns The newly created Lens Flare
  51635. */
  51636. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51637. /**
  51638. * Instantiates a new Lens Flare.
  51639. * This represents one of the lens effect in a `lensFlareSystem`.
  51640. * It controls one of the indiviual texture used in the effect.
  51641. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51642. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51643. * @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.
  51644. * @param color Define the lens color
  51645. * @param imgUrl Define the lens texture url
  51646. * @param system Define the `lensFlareSystem` this flare is part of
  51647. */
  51648. constructor(
  51649. /**
  51650. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51651. */
  51652. size: number,
  51653. /**
  51654. * 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.
  51655. */
  51656. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51657. /**
  51658. * Dispose and release the lens flare with its associated resources.
  51659. */
  51660. dispose(): void;
  51661. }
  51662. }
  51663. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51664. import { Nullable } from "babylonjs/types";
  51665. import { Scene } from "babylonjs/scene";
  51666. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51667. import { AbstractScene } from "babylonjs/abstractScene";
  51668. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51669. module "babylonjs/abstractScene" {
  51670. interface AbstractScene {
  51671. /**
  51672. * The list of lens flare system added to the scene
  51673. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51674. */
  51675. lensFlareSystems: Array<LensFlareSystem>;
  51676. /**
  51677. * Removes the given lens flare system from this scene.
  51678. * @param toRemove The lens flare system to remove
  51679. * @returns The index of the removed lens flare system
  51680. */
  51681. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51682. /**
  51683. * Adds the given lens flare system to this scene
  51684. * @param newLensFlareSystem The lens flare system to add
  51685. */
  51686. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51687. /**
  51688. * Gets a lens flare system using its name
  51689. * @param name defines the name to look for
  51690. * @returns the lens flare system or null if not found
  51691. */
  51692. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51693. /**
  51694. * Gets a lens flare system using its id
  51695. * @param id defines the id to look for
  51696. * @returns the lens flare system or null if not found
  51697. */
  51698. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51699. }
  51700. }
  51701. /**
  51702. * Defines the lens flare scene component responsible to manage any lens flares
  51703. * in a given scene.
  51704. */
  51705. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51706. /**
  51707. * The component name helpfull to identify the component in the list of scene components.
  51708. */
  51709. readonly name: string;
  51710. /**
  51711. * The scene the component belongs to.
  51712. */
  51713. scene: Scene;
  51714. /**
  51715. * Creates a new instance of the component for the given scene
  51716. * @param scene Defines the scene to register the component in
  51717. */
  51718. constructor(scene: Scene);
  51719. /**
  51720. * Registers the component in a given scene
  51721. */
  51722. register(): void;
  51723. /**
  51724. * Rebuilds the elements related to this component in case of
  51725. * context lost for instance.
  51726. */
  51727. rebuild(): void;
  51728. /**
  51729. * Adds all the elements from the container to the scene
  51730. * @param container the container holding the elements
  51731. */
  51732. addFromContainer(container: AbstractScene): void;
  51733. /**
  51734. * Removes all the elements in the container from the scene
  51735. * @param container contains the elements to remove
  51736. * @param dispose if the removed element should be disposed (default: false)
  51737. */
  51738. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51739. /**
  51740. * Serializes the component data to the specified json object
  51741. * @param serializationObject The object to serialize to
  51742. */
  51743. serialize(serializationObject: any): void;
  51744. /**
  51745. * Disposes the component and the associated ressources.
  51746. */
  51747. dispose(): void;
  51748. private _draw;
  51749. }
  51750. }
  51751. declare module "babylonjs/LensFlares/index" {
  51752. export * from "babylonjs/LensFlares/lensFlare";
  51753. export * from "babylonjs/LensFlares/lensFlareSystem";
  51754. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51755. }
  51756. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51757. import { Scene } from "babylonjs/scene";
  51758. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51759. import { AbstractScene } from "babylonjs/abstractScene";
  51760. /**
  51761. * Defines the shadow generator component responsible to manage any shadow generators
  51762. * in a given scene.
  51763. */
  51764. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51765. /**
  51766. * The component name helpfull to identify the component in the list of scene components.
  51767. */
  51768. readonly name: string;
  51769. /**
  51770. * The scene the component belongs to.
  51771. */
  51772. scene: Scene;
  51773. /**
  51774. * Creates a new instance of the component for the given scene
  51775. * @param scene Defines the scene to register the component in
  51776. */
  51777. constructor(scene: Scene);
  51778. /**
  51779. * Registers the component in a given scene
  51780. */
  51781. register(): void;
  51782. /**
  51783. * Rebuilds the elements related to this component in case of
  51784. * context lost for instance.
  51785. */
  51786. rebuild(): void;
  51787. /**
  51788. * Serializes the component data to the specified json object
  51789. * @param serializationObject The object to serialize to
  51790. */
  51791. serialize(serializationObject: any): void;
  51792. /**
  51793. * Adds all the elements from the container to the scene
  51794. * @param container the container holding the elements
  51795. */
  51796. addFromContainer(container: AbstractScene): void;
  51797. /**
  51798. * Removes all the elements in the container from the scene
  51799. * @param container contains the elements to remove
  51800. * @param dispose if the removed element should be disposed (default: false)
  51801. */
  51802. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51803. /**
  51804. * Rebuilds the elements related to this component in case of
  51805. * context lost for instance.
  51806. */
  51807. dispose(): void;
  51808. private _gatherRenderTargets;
  51809. }
  51810. }
  51811. declare module "babylonjs/Lights/Shadows/index" {
  51812. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51813. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51814. }
  51815. declare module "babylonjs/Lights/pointLight" {
  51816. import { Scene } from "babylonjs/scene";
  51817. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51818. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51819. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51820. import { Effect } from "babylonjs/Materials/effect";
  51821. /**
  51822. * A point light is a light defined by an unique point in world space.
  51823. * The light is emitted in every direction from this point.
  51824. * A good example of a point light is a standard light bulb.
  51825. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51826. */
  51827. export class PointLight extends ShadowLight {
  51828. private _shadowAngle;
  51829. /**
  51830. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51831. * This specifies what angle the shadow will use to be created.
  51832. *
  51833. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51834. */
  51835. /**
  51836. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51837. * This specifies what angle the shadow will use to be created.
  51838. *
  51839. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51840. */
  51841. shadowAngle: number;
  51842. /**
  51843. * Gets the direction if it has been set.
  51844. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51845. */
  51846. /**
  51847. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51848. */
  51849. direction: Vector3;
  51850. /**
  51851. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51852. * A PointLight emits the light in every direction.
  51853. * It can cast shadows.
  51854. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51855. * ```javascript
  51856. * var pointLight = new PointLight("pl", camera.position, scene);
  51857. * ```
  51858. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51859. * @param name The light friendly name
  51860. * @param position The position of the point light in the scene
  51861. * @param scene The scene the lights belongs to
  51862. */
  51863. constructor(name: string, position: Vector3, scene: Scene);
  51864. /**
  51865. * Returns the string "PointLight"
  51866. * @returns the class name
  51867. */
  51868. getClassName(): string;
  51869. /**
  51870. * Returns the integer 0.
  51871. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51872. */
  51873. getTypeID(): number;
  51874. /**
  51875. * Specifies wether or not the shadowmap should be a cube texture.
  51876. * @returns true if the shadowmap needs to be a cube texture.
  51877. */
  51878. needCube(): boolean;
  51879. /**
  51880. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51881. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51882. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51883. */
  51884. getShadowDirection(faceIndex?: number): Vector3;
  51885. /**
  51886. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51887. * - fov = PI / 2
  51888. * - aspect ratio : 1.0
  51889. * - z-near and far equal to the active camera minZ and maxZ.
  51890. * Returns the PointLight.
  51891. */
  51892. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51893. protected _buildUniformLayout(): void;
  51894. /**
  51895. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51896. * @param effect The effect to update
  51897. * @param lightIndex The index of the light in the effect to update
  51898. * @returns The point light
  51899. */
  51900. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51901. /**
  51902. * Prepares the list of defines specific to the light type.
  51903. * @param defines the list of defines
  51904. * @param lightIndex defines the index of the light for the effect
  51905. */
  51906. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51907. }
  51908. }
  51909. declare module "babylonjs/Lights/index" {
  51910. export * from "babylonjs/Lights/light";
  51911. export * from "babylonjs/Lights/shadowLight";
  51912. export * from "babylonjs/Lights/Shadows/index";
  51913. export * from "babylonjs/Lights/directionalLight";
  51914. export * from "babylonjs/Lights/hemisphericLight";
  51915. export * from "babylonjs/Lights/pointLight";
  51916. export * from "babylonjs/Lights/spotLight";
  51917. }
  51918. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51919. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51920. /**
  51921. * Header information of HDR texture files.
  51922. */
  51923. export interface HDRInfo {
  51924. /**
  51925. * The height of the texture in pixels.
  51926. */
  51927. height: number;
  51928. /**
  51929. * The width of the texture in pixels.
  51930. */
  51931. width: number;
  51932. /**
  51933. * The index of the beginning of the data in the binary file.
  51934. */
  51935. dataPosition: number;
  51936. }
  51937. /**
  51938. * This groups tools to convert HDR texture to native colors array.
  51939. */
  51940. export class HDRTools {
  51941. private static Ldexp;
  51942. private static Rgbe2float;
  51943. private static readStringLine;
  51944. /**
  51945. * Reads header information from an RGBE texture stored in a native array.
  51946. * More information on this format are available here:
  51947. * https://en.wikipedia.org/wiki/RGBE_image_format
  51948. *
  51949. * @param uint8array The binary file stored in native array.
  51950. * @return The header information.
  51951. */
  51952. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51953. /**
  51954. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51955. * This RGBE texture needs to store the information as a panorama.
  51956. *
  51957. * More information on this format are available here:
  51958. * https://en.wikipedia.org/wiki/RGBE_image_format
  51959. *
  51960. * @param buffer The binary file stored in an array buffer.
  51961. * @param size The expected size of the extracted cubemap.
  51962. * @return The Cube Map information.
  51963. */
  51964. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51965. /**
  51966. * Returns the pixels data extracted from an RGBE texture.
  51967. * This pixels will be stored left to right up to down in the R G B order in one array.
  51968. *
  51969. * More information on this format are available here:
  51970. * https://en.wikipedia.org/wiki/RGBE_image_format
  51971. *
  51972. * @param uint8array The binary file stored in an array buffer.
  51973. * @param hdrInfo The header information of the file.
  51974. * @return The pixels data in RGB right to left up to down order.
  51975. */
  51976. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51977. private static RGBE_ReadPixels_RLE;
  51978. }
  51979. }
  51980. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51981. import { Nullable } from "babylonjs/types";
  51982. import { Scene } from "babylonjs/scene";
  51983. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51984. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51985. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51986. /**
  51987. * This represents a texture coming from an HDR input.
  51988. *
  51989. * The only supported format is currently panorama picture stored in RGBE format.
  51990. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51991. */
  51992. export class HDRCubeTexture extends BaseTexture {
  51993. private static _facesMapping;
  51994. private _generateHarmonics;
  51995. private _noMipmap;
  51996. private _textureMatrix;
  51997. private _size;
  51998. private _onLoad;
  51999. private _onError;
  52000. /**
  52001. * The texture URL.
  52002. */
  52003. url: string;
  52004. /**
  52005. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52006. */
  52007. coordinatesMode: number;
  52008. protected _isBlocking: boolean;
  52009. /**
  52010. * Sets wether or not the texture is blocking during loading.
  52011. */
  52012. /**
  52013. * Gets wether or not the texture is blocking during loading.
  52014. */
  52015. isBlocking: boolean;
  52016. protected _rotationY: number;
  52017. /**
  52018. * Sets texture matrix rotation angle around Y axis in radians.
  52019. */
  52020. /**
  52021. * Gets texture matrix rotation angle around Y axis radians.
  52022. */
  52023. rotationY: number;
  52024. /**
  52025. * Gets or sets the center of the bounding box associated with the cube texture
  52026. * It must define where the camera used to render the texture was set
  52027. */
  52028. boundingBoxPosition: Vector3;
  52029. private _boundingBoxSize;
  52030. /**
  52031. * Gets or sets the size of the bounding box associated with the cube texture
  52032. * When defined, the cubemap will switch to local mode
  52033. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52034. * @example https://www.babylonjs-playground.com/#RNASML
  52035. */
  52036. boundingBoxSize: Vector3;
  52037. /**
  52038. * Instantiates an HDRTexture from the following parameters.
  52039. *
  52040. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52041. * @param scene The scene the texture will be used in
  52042. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52043. * @param noMipmap Forces to not generate the mipmap if true
  52044. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52045. * @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)
  52046. * @param reserved Reserved flag for internal use.
  52047. */
  52048. 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>);
  52049. /**
  52050. * Get the current class name of the texture useful for serialization or dynamic coding.
  52051. * @returns "HDRCubeTexture"
  52052. */
  52053. getClassName(): string;
  52054. /**
  52055. * Occurs when the file is raw .hdr file.
  52056. */
  52057. private loadTexture;
  52058. clone(): HDRCubeTexture;
  52059. delayLoad(): void;
  52060. /**
  52061. * Get the texture reflection matrix used to rotate/transform the reflection.
  52062. * @returns the reflection matrix
  52063. */
  52064. getReflectionTextureMatrix(): Matrix;
  52065. /**
  52066. * Set the texture reflection matrix used to rotate/transform the reflection.
  52067. * @param value Define the reflection matrix to set
  52068. */
  52069. setReflectionTextureMatrix(value: Matrix): void;
  52070. /**
  52071. * Parses a JSON representation of an HDR Texture in order to create the texture
  52072. * @param parsedTexture Define the JSON representation
  52073. * @param scene Define the scene the texture should be created in
  52074. * @param rootUrl Define the root url in case we need to load relative dependencies
  52075. * @returns the newly created texture after parsing
  52076. */
  52077. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52078. serialize(): any;
  52079. }
  52080. }
  52081. declare module "babylonjs/Physics/physicsEngine" {
  52082. import { Nullable } from "babylonjs/types";
  52083. import { Vector3 } from "babylonjs/Maths/math.vector";
  52084. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52085. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52086. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52087. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52088. /**
  52089. * Class used to control physics engine
  52090. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52091. */
  52092. export class PhysicsEngine implements IPhysicsEngine {
  52093. private _physicsPlugin;
  52094. /**
  52095. * Global value used to control the smallest number supported by the simulation
  52096. */
  52097. static Epsilon: number;
  52098. private _impostors;
  52099. private _joints;
  52100. /**
  52101. * Gets the gravity vector used by the simulation
  52102. */
  52103. gravity: Vector3;
  52104. /**
  52105. * Factory used to create the default physics plugin.
  52106. * @returns The default physics plugin
  52107. */
  52108. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52109. /**
  52110. * Creates a new Physics Engine
  52111. * @param gravity defines the gravity vector used by the simulation
  52112. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52113. */
  52114. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52115. /**
  52116. * Sets the gravity vector used by the simulation
  52117. * @param gravity defines the gravity vector to use
  52118. */
  52119. setGravity(gravity: Vector3): void;
  52120. /**
  52121. * Set the time step of the physics engine.
  52122. * Default is 1/60.
  52123. * To slow it down, enter 1/600 for example.
  52124. * To speed it up, 1/30
  52125. * @param newTimeStep defines the new timestep to apply to this world.
  52126. */
  52127. setTimeStep(newTimeStep?: number): void;
  52128. /**
  52129. * Get the time step of the physics engine.
  52130. * @returns the current time step
  52131. */
  52132. getTimeStep(): number;
  52133. /**
  52134. * Release all resources
  52135. */
  52136. dispose(): void;
  52137. /**
  52138. * Gets the name of the current physics plugin
  52139. * @returns the name of the plugin
  52140. */
  52141. getPhysicsPluginName(): string;
  52142. /**
  52143. * Adding a new impostor for the impostor tracking.
  52144. * This will be done by the impostor itself.
  52145. * @param impostor the impostor to add
  52146. */
  52147. addImpostor(impostor: PhysicsImpostor): void;
  52148. /**
  52149. * Remove an impostor from the engine.
  52150. * This impostor and its mesh will not longer be updated by the physics engine.
  52151. * @param impostor the impostor to remove
  52152. */
  52153. removeImpostor(impostor: PhysicsImpostor): void;
  52154. /**
  52155. * Add a joint to the physics engine
  52156. * @param mainImpostor defines the main impostor to which the joint is added.
  52157. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52158. * @param joint defines the joint that will connect both impostors.
  52159. */
  52160. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52161. /**
  52162. * Removes a joint from the simulation
  52163. * @param mainImpostor defines the impostor used with the joint
  52164. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52165. * @param joint defines the joint to remove
  52166. */
  52167. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52168. /**
  52169. * Called by the scene. No need to call it.
  52170. * @param delta defines the timespam between frames
  52171. */
  52172. _step(delta: number): void;
  52173. /**
  52174. * Gets the current plugin used to run the simulation
  52175. * @returns current plugin
  52176. */
  52177. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52178. /**
  52179. * Gets the list of physic impostors
  52180. * @returns an array of PhysicsImpostor
  52181. */
  52182. getImpostors(): Array<PhysicsImpostor>;
  52183. /**
  52184. * Gets the impostor for a physics enabled object
  52185. * @param object defines the object impersonated by the impostor
  52186. * @returns the PhysicsImpostor or null if not found
  52187. */
  52188. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52189. /**
  52190. * Gets the impostor for a physics body object
  52191. * @param body defines physics body used by the impostor
  52192. * @returns the PhysicsImpostor or null if not found
  52193. */
  52194. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52195. /**
  52196. * Does a raycast in the physics world
  52197. * @param from when should the ray start?
  52198. * @param to when should the ray end?
  52199. * @returns PhysicsRaycastResult
  52200. */
  52201. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52202. }
  52203. }
  52204. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52205. import { Nullable } from "babylonjs/types";
  52206. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52207. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52208. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52209. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52210. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52211. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52212. /** @hidden */
  52213. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52214. private _useDeltaForWorldStep;
  52215. world: any;
  52216. name: string;
  52217. private _physicsMaterials;
  52218. private _fixedTimeStep;
  52219. private _cannonRaycastResult;
  52220. private _raycastResult;
  52221. private _physicsBodysToRemoveAfterStep;
  52222. BJSCANNON: any;
  52223. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52224. setGravity(gravity: Vector3): void;
  52225. setTimeStep(timeStep: number): void;
  52226. getTimeStep(): number;
  52227. executeStep(delta: number): void;
  52228. private _removeMarkedPhysicsBodiesFromWorld;
  52229. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52230. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52231. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52232. private _processChildMeshes;
  52233. removePhysicsBody(impostor: PhysicsImpostor): void;
  52234. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52235. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52236. private _addMaterial;
  52237. private _checkWithEpsilon;
  52238. private _createShape;
  52239. private _createHeightmap;
  52240. private _minus90X;
  52241. private _plus90X;
  52242. private _tmpPosition;
  52243. private _tmpDeltaPosition;
  52244. private _tmpUnityRotation;
  52245. private _updatePhysicsBodyTransformation;
  52246. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52247. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52248. isSupported(): boolean;
  52249. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52250. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52251. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52252. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52253. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52254. getBodyMass(impostor: PhysicsImpostor): number;
  52255. getBodyFriction(impostor: PhysicsImpostor): number;
  52256. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52257. getBodyRestitution(impostor: PhysicsImpostor): number;
  52258. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52259. sleepBody(impostor: PhysicsImpostor): void;
  52260. wakeUpBody(impostor: PhysicsImpostor): void;
  52261. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52262. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52263. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52264. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52265. getRadius(impostor: PhysicsImpostor): number;
  52266. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52267. dispose(): void;
  52268. private _extendNamespace;
  52269. /**
  52270. * Does a raycast in the physics world
  52271. * @param from when should the ray start?
  52272. * @param to when should the ray end?
  52273. * @returns PhysicsRaycastResult
  52274. */
  52275. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52276. }
  52277. }
  52278. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52279. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52280. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52281. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52283. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52284. import { Nullable } from "babylonjs/types";
  52285. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52286. /** @hidden */
  52287. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52288. world: any;
  52289. name: string;
  52290. BJSOIMO: any;
  52291. private _raycastResult;
  52292. constructor(iterations?: number, oimoInjection?: any);
  52293. setGravity(gravity: Vector3): void;
  52294. setTimeStep(timeStep: number): void;
  52295. getTimeStep(): number;
  52296. private _tmpImpostorsArray;
  52297. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52298. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52299. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52300. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52301. private _tmpPositionVector;
  52302. removePhysicsBody(impostor: PhysicsImpostor): void;
  52303. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52304. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52305. isSupported(): boolean;
  52306. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52307. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52308. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52309. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52310. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52311. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52312. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52313. getBodyMass(impostor: PhysicsImpostor): number;
  52314. getBodyFriction(impostor: PhysicsImpostor): number;
  52315. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52316. getBodyRestitution(impostor: PhysicsImpostor): number;
  52317. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52318. sleepBody(impostor: PhysicsImpostor): void;
  52319. wakeUpBody(impostor: PhysicsImpostor): void;
  52320. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52321. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52322. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52323. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52324. getRadius(impostor: PhysicsImpostor): number;
  52325. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52326. dispose(): void;
  52327. /**
  52328. * Does a raycast in the physics world
  52329. * @param from when should the ray start?
  52330. * @param to when should the ray end?
  52331. * @returns PhysicsRaycastResult
  52332. */
  52333. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52334. }
  52335. }
  52336. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52337. import { Nullable } from "babylonjs/types";
  52338. import { Scene } from "babylonjs/scene";
  52339. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52340. import { Color4 } from "babylonjs/Maths/math.color";
  52341. import { Mesh } from "babylonjs/Meshes/mesh";
  52342. /**
  52343. * Class containing static functions to help procedurally build meshes
  52344. */
  52345. export class RibbonBuilder {
  52346. /**
  52347. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52348. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52349. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52350. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52351. * * 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
  52352. * * 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
  52353. * * 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
  52354. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52355. * * If you create a double-sided mesh, you can choose what parts of 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
  52356. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52357. * * 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
  52358. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52359. * * 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
  52360. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52361. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52362. * @param name defines the name of the mesh
  52363. * @param options defines the options used to create the mesh
  52364. * @param scene defines the hosting scene
  52365. * @returns the ribbon mesh
  52366. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52367. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52368. */
  52369. static CreateRibbon(name: string, options: {
  52370. pathArray: Vector3[][];
  52371. closeArray?: boolean;
  52372. closePath?: boolean;
  52373. offset?: number;
  52374. updatable?: boolean;
  52375. sideOrientation?: number;
  52376. frontUVs?: Vector4;
  52377. backUVs?: Vector4;
  52378. instance?: Mesh;
  52379. invertUV?: boolean;
  52380. uvs?: Vector2[];
  52381. colors?: Color4[];
  52382. }, scene?: Nullable<Scene>): Mesh;
  52383. }
  52384. }
  52385. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52386. import { Nullable } from "babylonjs/types";
  52387. import { Scene } from "babylonjs/scene";
  52388. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52389. import { Mesh } from "babylonjs/Meshes/mesh";
  52390. /**
  52391. * Class containing static functions to help procedurally build meshes
  52392. */
  52393. export class ShapeBuilder {
  52394. /**
  52395. * 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.
  52396. * * 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.
  52397. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52398. * * 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.
  52399. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52400. * * 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
  52401. * * 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
  52402. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52403. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52404. * * If you create a double-sided mesh, you can choose what parts of 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
  52405. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52406. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52407. * @param name defines the name of the mesh
  52408. * @param options defines the options used to create the mesh
  52409. * @param scene defines the hosting scene
  52410. * @returns the extruded shape mesh
  52411. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52412. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52413. */
  52414. static ExtrudeShape(name: string, options: {
  52415. shape: Vector3[];
  52416. path: Vector3[];
  52417. scale?: number;
  52418. rotation?: number;
  52419. cap?: number;
  52420. updatable?: boolean;
  52421. sideOrientation?: number;
  52422. frontUVs?: Vector4;
  52423. backUVs?: Vector4;
  52424. instance?: Mesh;
  52425. invertUV?: boolean;
  52426. }, scene?: Nullable<Scene>): Mesh;
  52427. /**
  52428. * Creates an custom extruded shape mesh.
  52429. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52430. * * 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.
  52431. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52432. * * 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
  52433. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52434. * * 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
  52435. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52436. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52437. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52438. * * 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
  52439. * * 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
  52440. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52441. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52442. * * If you create a double-sided mesh, you can choose what parts of 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
  52443. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52444. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52445. * @param name defines the name of the mesh
  52446. * @param options defines the options used to create the mesh
  52447. * @param scene defines the hosting scene
  52448. * @returns the custom extruded shape mesh
  52449. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52450. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52451. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52452. */
  52453. static ExtrudeShapeCustom(name: string, options: {
  52454. shape: Vector3[];
  52455. path: Vector3[];
  52456. scaleFunction?: any;
  52457. rotationFunction?: any;
  52458. ribbonCloseArray?: boolean;
  52459. ribbonClosePath?: boolean;
  52460. cap?: number;
  52461. updatable?: boolean;
  52462. sideOrientation?: number;
  52463. frontUVs?: Vector4;
  52464. backUVs?: Vector4;
  52465. instance?: Mesh;
  52466. invertUV?: boolean;
  52467. }, scene?: Nullable<Scene>): Mesh;
  52468. private static _ExtrudeShapeGeneric;
  52469. }
  52470. }
  52471. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52472. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52473. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52474. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52475. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52476. import { Nullable } from "babylonjs/types";
  52477. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52478. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52479. /**
  52480. * AmmoJS Physics plugin
  52481. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52482. * @see https://github.com/kripken/ammo.js/
  52483. */
  52484. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52485. private _useDeltaForWorldStep;
  52486. /**
  52487. * Reference to the Ammo library
  52488. */
  52489. bjsAMMO: any;
  52490. /**
  52491. * Created ammoJS world which physics bodies are added to
  52492. */
  52493. world: any;
  52494. /**
  52495. * Name of the plugin
  52496. */
  52497. name: string;
  52498. private _timeStep;
  52499. private _fixedTimeStep;
  52500. private _maxSteps;
  52501. private _tmpQuaternion;
  52502. private _tmpAmmoTransform;
  52503. private _tmpAmmoQuaternion;
  52504. private _tmpAmmoConcreteContactResultCallback;
  52505. private _collisionConfiguration;
  52506. private _dispatcher;
  52507. private _overlappingPairCache;
  52508. private _solver;
  52509. private _softBodySolver;
  52510. private _tmpAmmoVectorA;
  52511. private _tmpAmmoVectorB;
  52512. private _tmpAmmoVectorC;
  52513. private _tmpAmmoVectorD;
  52514. private _tmpContactCallbackResult;
  52515. private _tmpAmmoVectorRCA;
  52516. private _tmpAmmoVectorRCB;
  52517. private _raycastResult;
  52518. private static readonly DISABLE_COLLISION_FLAG;
  52519. private static readonly KINEMATIC_FLAG;
  52520. private static readonly DISABLE_DEACTIVATION_FLAG;
  52521. /**
  52522. * Initializes the ammoJS plugin
  52523. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52524. * @param ammoInjection can be used to inject your own ammo reference
  52525. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52526. */
  52527. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52528. /**
  52529. * Sets the gravity of the physics world (m/(s^2))
  52530. * @param gravity Gravity to set
  52531. */
  52532. setGravity(gravity: Vector3): void;
  52533. /**
  52534. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52535. * @param timeStep timestep to use in seconds
  52536. */
  52537. setTimeStep(timeStep: number): void;
  52538. /**
  52539. * 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)
  52540. * @param fixedTimeStep fixedTimeStep to use in seconds
  52541. */
  52542. setFixedTimeStep(fixedTimeStep: number): void;
  52543. /**
  52544. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52545. * @param maxSteps the maximum number of steps by the physics engine per frame
  52546. */
  52547. setMaxSteps(maxSteps: number): void;
  52548. /**
  52549. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52550. * @returns the current timestep in seconds
  52551. */
  52552. getTimeStep(): number;
  52553. private _isImpostorInContact;
  52554. private _isImpostorPairInContact;
  52555. private _stepSimulation;
  52556. /**
  52557. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52558. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52559. * After the step the babylon meshes are set to the position of the physics imposters
  52560. * @param delta amount of time to step forward
  52561. * @param impostors array of imposters to update before/after the step
  52562. */
  52563. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52564. /**
  52565. * Update babylon mesh to match physics world object
  52566. * @param impostor imposter to match
  52567. */
  52568. private _afterSoftStep;
  52569. /**
  52570. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52571. * @param impostor imposter to match
  52572. */
  52573. private _ropeStep;
  52574. /**
  52575. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52576. * @param impostor imposter to match
  52577. */
  52578. private _softbodyOrClothStep;
  52579. private _tmpVector;
  52580. private _tmpMatrix;
  52581. /**
  52582. * Applies an impulse on the imposter
  52583. * @param impostor imposter to apply impulse to
  52584. * @param force amount of force to be applied to the imposter
  52585. * @param contactPoint the location to apply the impulse on the imposter
  52586. */
  52587. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52588. /**
  52589. * Applies a force on the imposter
  52590. * @param impostor imposter to apply force
  52591. * @param force amount of force to be applied to the imposter
  52592. * @param contactPoint the location to apply the force on the imposter
  52593. */
  52594. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52595. /**
  52596. * Creates a physics body using the plugin
  52597. * @param impostor the imposter to create the physics body on
  52598. */
  52599. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52600. /**
  52601. * Removes the physics body from the imposter and disposes of the body's memory
  52602. * @param impostor imposter to remove the physics body from
  52603. */
  52604. removePhysicsBody(impostor: PhysicsImpostor): void;
  52605. /**
  52606. * Generates a joint
  52607. * @param impostorJoint the imposter joint to create the joint with
  52608. */
  52609. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52610. /**
  52611. * Removes a joint
  52612. * @param impostorJoint the imposter joint to remove the joint from
  52613. */
  52614. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52615. private _addMeshVerts;
  52616. /**
  52617. * Initialise the soft body vertices to match its object's (mesh) vertices
  52618. * Softbody vertices (nodes) are in world space and to match this
  52619. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52620. * @param impostor to create the softbody for
  52621. */
  52622. private _softVertexData;
  52623. /**
  52624. * Create an impostor's soft body
  52625. * @param impostor to create the softbody for
  52626. */
  52627. private _createSoftbody;
  52628. /**
  52629. * Create cloth for an impostor
  52630. * @param impostor to create the softbody for
  52631. */
  52632. private _createCloth;
  52633. /**
  52634. * Create rope for an impostor
  52635. * @param impostor to create the softbody for
  52636. */
  52637. private _createRope;
  52638. private _addHullVerts;
  52639. private _createShape;
  52640. /**
  52641. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52642. * @param impostor imposter containing the physics body and babylon object
  52643. */
  52644. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52645. /**
  52646. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52647. * @param impostor imposter containing the physics body and babylon object
  52648. * @param newPosition new position
  52649. * @param newRotation new rotation
  52650. */
  52651. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52652. /**
  52653. * If this plugin is supported
  52654. * @returns true if its supported
  52655. */
  52656. isSupported(): boolean;
  52657. /**
  52658. * Sets the linear velocity of the physics body
  52659. * @param impostor imposter to set the velocity on
  52660. * @param velocity velocity to set
  52661. */
  52662. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52663. /**
  52664. * Sets the angular velocity of the physics body
  52665. * @param impostor imposter to set the velocity on
  52666. * @param velocity velocity to set
  52667. */
  52668. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52669. /**
  52670. * gets the linear velocity
  52671. * @param impostor imposter to get linear velocity from
  52672. * @returns linear velocity
  52673. */
  52674. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52675. /**
  52676. * gets the angular velocity
  52677. * @param impostor imposter to get angular velocity from
  52678. * @returns angular velocity
  52679. */
  52680. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52681. /**
  52682. * Sets the mass of physics body
  52683. * @param impostor imposter to set the mass on
  52684. * @param mass mass to set
  52685. */
  52686. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52687. /**
  52688. * Gets the mass of the physics body
  52689. * @param impostor imposter to get the mass from
  52690. * @returns mass
  52691. */
  52692. getBodyMass(impostor: PhysicsImpostor): number;
  52693. /**
  52694. * Gets friction of the impostor
  52695. * @param impostor impostor to get friction from
  52696. * @returns friction value
  52697. */
  52698. getBodyFriction(impostor: PhysicsImpostor): number;
  52699. /**
  52700. * Sets friction of the impostor
  52701. * @param impostor impostor to set friction on
  52702. * @param friction friction value
  52703. */
  52704. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52705. /**
  52706. * Gets restitution of the impostor
  52707. * @param impostor impostor to get restitution from
  52708. * @returns restitution value
  52709. */
  52710. getBodyRestitution(impostor: PhysicsImpostor): number;
  52711. /**
  52712. * Sets resitution of the impostor
  52713. * @param impostor impostor to set resitution on
  52714. * @param restitution resitution value
  52715. */
  52716. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52717. /**
  52718. * Gets pressure inside the impostor
  52719. * @param impostor impostor to get pressure from
  52720. * @returns pressure value
  52721. */
  52722. getBodyPressure(impostor: PhysicsImpostor): number;
  52723. /**
  52724. * Sets pressure inside a soft body impostor
  52725. * Cloth and rope must remain 0 pressure
  52726. * @param impostor impostor to set pressure on
  52727. * @param pressure pressure value
  52728. */
  52729. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52730. /**
  52731. * Gets stiffness of the impostor
  52732. * @param impostor impostor to get stiffness from
  52733. * @returns pressure value
  52734. */
  52735. getBodyStiffness(impostor: PhysicsImpostor): number;
  52736. /**
  52737. * Sets stiffness of the impostor
  52738. * @param impostor impostor to set stiffness on
  52739. * @param stiffness stiffness value from 0 to 1
  52740. */
  52741. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52742. /**
  52743. * Gets velocityIterations of the impostor
  52744. * @param impostor impostor to get velocity iterations from
  52745. * @returns velocityIterations value
  52746. */
  52747. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52748. /**
  52749. * Sets velocityIterations of the impostor
  52750. * @param impostor impostor to set velocity iterations on
  52751. * @param velocityIterations velocityIterations value
  52752. */
  52753. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52754. /**
  52755. * Gets positionIterations of the impostor
  52756. * @param impostor impostor to get position iterations from
  52757. * @returns positionIterations value
  52758. */
  52759. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52760. /**
  52761. * Sets positionIterations of the impostor
  52762. * @param impostor impostor to set position on
  52763. * @param positionIterations positionIterations value
  52764. */
  52765. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52766. /**
  52767. * Append an anchor to a cloth object
  52768. * @param impostor is the cloth impostor to add anchor to
  52769. * @param otherImpostor is the rigid impostor to anchor to
  52770. * @param width ratio across width from 0 to 1
  52771. * @param height ratio up height from 0 to 1
  52772. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52773. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52774. */
  52775. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52776. /**
  52777. * Append an hook to a rope object
  52778. * @param impostor is the rope impostor to add hook to
  52779. * @param otherImpostor is the rigid impostor to hook to
  52780. * @param length ratio along the rope from 0 to 1
  52781. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52782. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52783. */
  52784. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52785. /**
  52786. * Sleeps the physics body and stops it from being active
  52787. * @param impostor impostor to sleep
  52788. */
  52789. sleepBody(impostor: PhysicsImpostor): void;
  52790. /**
  52791. * Activates the physics body
  52792. * @param impostor impostor to activate
  52793. */
  52794. wakeUpBody(impostor: PhysicsImpostor): void;
  52795. /**
  52796. * Updates the distance parameters of the joint
  52797. * @param joint joint to update
  52798. * @param maxDistance maximum distance of the joint
  52799. * @param minDistance minimum distance of the joint
  52800. */
  52801. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52802. /**
  52803. * Sets a motor on the joint
  52804. * @param joint joint to set motor on
  52805. * @param speed speed of the motor
  52806. * @param maxForce maximum force of the motor
  52807. * @param motorIndex index of the motor
  52808. */
  52809. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52810. /**
  52811. * Sets the motors limit
  52812. * @param joint joint to set limit on
  52813. * @param upperLimit upper limit
  52814. * @param lowerLimit lower limit
  52815. */
  52816. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52817. /**
  52818. * Syncs the position and rotation of a mesh with the impostor
  52819. * @param mesh mesh to sync
  52820. * @param impostor impostor to update the mesh with
  52821. */
  52822. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52823. /**
  52824. * Gets the radius of the impostor
  52825. * @param impostor impostor to get radius from
  52826. * @returns the radius
  52827. */
  52828. getRadius(impostor: PhysicsImpostor): number;
  52829. /**
  52830. * Gets the box size of the impostor
  52831. * @param impostor impostor to get box size from
  52832. * @param result the resulting box size
  52833. */
  52834. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52835. /**
  52836. * Disposes of the impostor
  52837. */
  52838. dispose(): void;
  52839. /**
  52840. * Does a raycast in the physics world
  52841. * @param from when should the ray start?
  52842. * @param to when should the ray end?
  52843. * @returns PhysicsRaycastResult
  52844. */
  52845. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52846. }
  52847. }
  52848. declare module "babylonjs/Probes/reflectionProbe" {
  52849. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52850. import { Vector3 } from "babylonjs/Maths/math.vector";
  52851. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52852. import { Nullable } from "babylonjs/types";
  52853. import { Scene } from "babylonjs/scene";
  52854. module "babylonjs/abstractScene" {
  52855. interface AbstractScene {
  52856. /**
  52857. * The list of reflection probes added to the scene
  52858. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52859. */
  52860. reflectionProbes: Array<ReflectionProbe>;
  52861. /**
  52862. * Removes the given reflection probe from this scene.
  52863. * @param toRemove The reflection probe to remove
  52864. * @returns The index of the removed reflection probe
  52865. */
  52866. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52867. /**
  52868. * Adds the given reflection probe to this scene.
  52869. * @param newReflectionProbe The reflection probe to add
  52870. */
  52871. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52872. }
  52873. }
  52874. /**
  52875. * Class used to generate realtime reflection / refraction cube textures
  52876. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52877. */
  52878. export class ReflectionProbe {
  52879. /** defines the name of the probe */
  52880. name: string;
  52881. private _scene;
  52882. private _renderTargetTexture;
  52883. private _projectionMatrix;
  52884. private _viewMatrix;
  52885. private _target;
  52886. private _add;
  52887. private _attachedMesh;
  52888. private _invertYAxis;
  52889. /** Gets or sets probe position (center of the cube map) */
  52890. position: Vector3;
  52891. /**
  52892. * Creates a new reflection probe
  52893. * @param name defines the name of the probe
  52894. * @param size defines the texture resolution (for each face)
  52895. * @param scene defines the hosting scene
  52896. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52897. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52898. */
  52899. constructor(
  52900. /** defines the name of the probe */
  52901. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52902. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52903. samples: number;
  52904. /** Gets or sets the refresh rate to use (on every frame by default) */
  52905. refreshRate: number;
  52906. /**
  52907. * Gets the hosting scene
  52908. * @returns a Scene
  52909. */
  52910. getScene(): Scene;
  52911. /** Gets the internal CubeTexture used to render to */
  52912. readonly cubeTexture: RenderTargetTexture;
  52913. /** Gets the list of meshes to render */
  52914. readonly renderList: Nullable<AbstractMesh[]>;
  52915. /**
  52916. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52917. * @param mesh defines the mesh to attach to
  52918. */
  52919. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52920. /**
  52921. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52922. * @param renderingGroupId The rendering group id corresponding to its index
  52923. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52924. */
  52925. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52926. /**
  52927. * Clean all associated resources
  52928. */
  52929. dispose(): void;
  52930. /**
  52931. * Converts the reflection probe information to a readable string for debug purpose.
  52932. * @param fullDetails Supports for multiple levels of logging within scene loading
  52933. * @returns the human readable reflection probe info
  52934. */
  52935. toString(fullDetails?: boolean): string;
  52936. /**
  52937. * Get the class name of the relfection probe.
  52938. * @returns "ReflectionProbe"
  52939. */
  52940. getClassName(): string;
  52941. /**
  52942. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52943. * @returns The JSON representation of the texture
  52944. */
  52945. serialize(): any;
  52946. /**
  52947. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52948. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52949. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52950. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52951. * @returns The parsed reflection probe if successful
  52952. */
  52953. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52954. }
  52955. }
  52956. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52957. /** @hidden */
  52958. export var _BabylonLoaderRegistered: boolean;
  52959. }
  52960. declare module "babylonjs/Loading/Plugins/index" {
  52961. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52962. }
  52963. declare module "babylonjs/Loading/index" {
  52964. export * from "babylonjs/Loading/loadingScreen";
  52965. export * from "babylonjs/Loading/Plugins/index";
  52966. export * from "babylonjs/Loading/sceneLoader";
  52967. export * from "babylonjs/Loading/sceneLoaderFlags";
  52968. }
  52969. declare module "babylonjs/Materials/Background/index" {
  52970. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52971. }
  52972. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52973. import { Scene } from "babylonjs/scene";
  52974. import { Color3 } from "babylonjs/Maths/math.color";
  52975. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52976. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52977. /**
  52978. * The Physically based simple base material of BJS.
  52979. *
  52980. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52981. * It is used as the base class for both the specGloss and metalRough conventions.
  52982. */
  52983. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52984. /**
  52985. * Number of Simultaneous lights allowed on the material.
  52986. */
  52987. maxSimultaneousLights: number;
  52988. /**
  52989. * If sets to true, disables all the lights affecting the material.
  52990. */
  52991. disableLighting: boolean;
  52992. /**
  52993. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52994. */
  52995. environmentTexture: BaseTexture;
  52996. /**
  52997. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  52998. */
  52999. invertNormalMapX: boolean;
  53000. /**
  53001. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53002. */
  53003. invertNormalMapY: boolean;
  53004. /**
  53005. * Normal map used in the model.
  53006. */
  53007. normalTexture: BaseTexture;
  53008. /**
  53009. * Emissivie color used to self-illuminate the model.
  53010. */
  53011. emissiveColor: Color3;
  53012. /**
  53013. * Emissivie texture used to self-illuminate the model.
  53014. */
  53015. emissiveTexture: BaseTexture;
  53016. /**
  53017. * Occlusion Channel Strenght.
  53018. */
  53019. occlusionStrength: number;
  53020. /**
  53021. * Occlusion Texture of the material (adding extra occlusion effects).
  53022. */
  53023. occlusionTexture: BaseTexture;
  53024. /**
  53025. * Defines the alpha limits in alpha test mode.
  53026. */
  53027. alphaCutOff: number;
  53028. /**
  53029. * Gets the current double sided mode.
  53030. */
  53031. /**
  53032. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53033. */
  53034. doubleSided: boolean;
  53035. /**
  53036. * Stores the pre-calculated light information of a mesh in a texture.
  53037. */
  53038. lightmapTexture: BaseTexture;
  53039. /**
  53040. * If true, the light map contains occlusion information instead of lighting info.
  53041. */
  53042. useLightmapAsShadowmap: boolean;
  53043. /**
  53044. * Instantiates a new PBRMaterial instance.
  53045. *
  53046. * @param name The material name
  53047. * @param scene The scene the material will be use in.
  53048. */
  53049. constructor(name: string, scene: Scene);
  53050. getClassName(): string;
  53051. }
  53052. }
  53053. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53054. import { Scene } from "babylonjs/scene";
  53055. import { Color3 } from "babylonjs/Maths/math.color";
  53056. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53057. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53058. /**
  53059. * The PBR material of BJS following the metal roughness convention.
  53060. *
  53061. * This fits to the PBR convention in the GLTF definition:
  53062. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53063. */
  53064. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53065. /**
  53066. * The base color has two different interpretations depending on the value of metalness.
  53067. * When the material is a metal, the base color is the specific measured reflectance value
  53068. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53069. * of the material.
  53070. */
  53071. baseColor: Color3;
  53072. /**
  53073. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53074. * well as opacity information in the alpha channel.
  53075. */
  53076. baseTexture: BaseTexture;
  53077. /**
  53078. * Specifies the metallic scalar value of the material.
  53079. * Can also be used to scale the metalness values of the metallic texture.
  53080. */
  53081. metallic: number;
  53082. /**
  53083. * Specifies the roughness scalar value of the material.
  53084. * Can also be used to scale the roughness values of the metallic texture.
  53085. */
  53086. roughness: number;
  53087. /**
  53088. * Texture containing both the metallic value in the B channel and the
  53089. * roughness value in the G channel to keep better precision.
  53090. */
  53091. metallicRoughnessTexture: BaseTexture;
  53092. /**
  53093. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53094. *
  53095. * @param name The material name
  53096. * @param scene The scene the material will be use in.
  53097. */
  53098. constructor(name: string, scene: Scene);
  53099. /**
  53100. * Return the currrent class name of the material.
  53101. */
  53102. getClassName(): string;
  53103. /**
  53104. * Makes a duplicate of the current material.
  53105. * @param name - name to use for the new material.
  53106. */
  53107. clone(name: string): PBRMetallicRoughnessMaterial;
  53108. /**
  53109. * Serialize the material to a parsable JSON object.
  53110. */
  53111. serialize(): any;
  53112. /**
  53113. * Parses a JSON object correponding to the serialize function.
  53114. */
  53115. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53116. }
  53117. }
  53118. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53119. import { Scene } from "babylonjs/scene";
  53120. import { Color3 } from "babylonjs/Maths/math.color";
  53121. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53122. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53123. /**
  53124. * The PBR material of BJS following the specular glossiness convention.
  53125. *
  53126. * This fits to the PBR convention in the GLTF definition:
  53127. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53128. */
  53129. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53130. /**
  53131. * Specifies the diffuse color of the material.
  53132. */
  53133. diffuseColor: Color3;
  53134. /**
  53135. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53136. * channel.
  53137. */
  53138. diffuseTexture: BaseTexture;
  53139. /**
  53140. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53141. */
  53142. specularColor: Color3;
  53143. /**
  53144. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53145. */
  53146. glossiness: number;
  53147. /**
  53148. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53149. */
  53150. specularGlossinessTexture: BaseTexture;
  53151. /**
  53152. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53153. *
  53154. * @param name The material name
  53155. * @param scene The scene the material will be use in.
  53156. */
  53157. constructor(name: string, scene: Scene);
  53158. /**
  53159. * Return the currrent class name of the material.
  53160. */
  53161. getClassName(): string;
  53162. /**
  53163. * Makes a duplicate of the current material.
  53164. * @param name - name to use for the new material.
  53165. */
  53166. clone(name: string): PBRSpecularGlossinessMaterial;
  53167. /**
  53168. * Serialize the material to a parsable JSON object.
  53169. */
  53170. serialize(): any;
  53171. /**
  53172. * Parses a JSON object correponding to the serialize function.
  53173. */
  53174. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53175. }
  53176. }
  53177. declare module "babylonjs/Materials/PBR/index" {
  53178. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53179. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53180. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53181. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53182. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53183. }
  53184. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53185. import { Nullable } from "babylonjs/types";
  53186. import { Scene } from "babylonjs/scene";
  53187. import { Matrix } from "babylonjs/Maths/math.vector";
  53188. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53189. /**
  53190. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53191. * It can help converting any input color in a desired output one. This can then be used to create effects
  53192. * from sepia, black and white to sixties or futuristic rendering...
  53193. *
  53194. * The only supported format is currently 3dl.
  53195. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53196. */
  53197. export class ColorGradingTexture extends BaseTexture {
  53198. /**
  53199. * The current texture matrix. (will always be identity in color grading texture)
  53200. */
  53201. private _textureMatrix;
  53202. /**
  53203. * The texture URL.
  53204. */
  53205. url: string;
  53206. /**
  53207. * Empty line regex stored for GC.
  53208. */
  53209. private static _noneEmptyLineRegex;
  53210. private _engine;
  53211. /**
  53212. * Instantiates a ColorGradingTexture from the following parameters.
  53213. *
  53214. * @param url The location of the color gradind data (currently only supporting 3dl)
  53215. * @param scene The scene the texture will be used in
  53216. */
  53217. constructor(url: string, scene: Scene);
  53218. /**
  53219. * Returns the texture matrix used in most of the material.
  53220. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53221. */
  53222. getTextureMatrix(): Matrix;
  53223. /**
  53224. * Occurs when the file being loaded is a .3dl LUT file.
  53225. */
  53226. private load3dlTexture;
  53227. /**
  53228. * Starts the loading process of the texture.
  53229. */
  53230. private loadTexture;
  53231. /**
  53232. * Clones the color gradind texture.
  53233. */
  53234. clone(): ColorGradingTexture;
  53235. /**
  53236. * Called during delayed load for textures.
  53237. */
  53238. delayLoad(): void;
  53239. /**
  53240. * Parses a color grading texture serialized by Babylon.
  53241. * @param parsedTexture The texture information being parsedTexture
  53242. * @param scene The scene to load the texture in
  53243. * @param rootUrl The root url of the data assets to load
  53244. * @return A color gradind texture
  53245. */
  53246. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53247. /**
  53248. * Serializes the LUT texture to json format.
  53249. */
  53250. serialize(): any;
  53251. }
  53252. }
  53253. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53254. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53255. import { Scene } from "babylonjs/scene";
  53256. import { Nullable } from "babylonjs/types";
  53257. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53258. /**
  53259. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53260. */
  53261. export class EquiRectangularCubeTexture extends BaseTexture {
  53262. /** The six faces of the cube. */
  53263. private static _FacesMapping;
  53264. private _noMipmap;
  53265. private _onLoad;
  53266. private _onError;
  53267. /** The size of the cubemap. */
  53268. private _size;
  53269. /** The buffer of the image. */
  53270. private _buffer;
  53271. /** The width of the input image. */
  53272. private _width;
  53273. /** The height of the input image. */
  53274. private _height;
  53275. /** The URL to the image. */
  53276. url: string;
  53277. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53278. coordinatesMode: number;
  53279. /**
  53280. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53281. * @param url The location of the image
  53282. * @param scene The scene the texture will be used in
  53283. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53284. * @param noMipmap Forces to not generate the mipmap if true
  53285. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53286. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53287. * @param onLoad — defines a callback called when texture is loaded
  53288. * @param onError — defines a callback called if there is an error
  53289. */
  53290. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53291. /**
  53292. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53293. */
  53294. private loadImage;
  53295. /**
  53296. * Convert the image buffer into a cubemap and create a CubeTexture.
  53297. */
  53298. private loadTexture;
  53299. /**
  53300. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53301. * @param buffer The ArrayBuffer that should be converted.
  53302. * @returns The buffer as Float32Array.
  53303. */
  53304. private getFloat32ArrayFromArrayBuffer;
  53305. /**
  53306. * Get the current class name of the texture useful for serialization or dynamic coding.
  53307. * @returns "EquiRectangularCubeTexture"
  53308. */
  53309. getClassName(): string;
  53310. /**
  53311. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53312. * @returns A clone of the current EquiRectangularCubeTexture.
  53313. */
  53314. clone(): EquiRectangularCubeTexture;
  53315. }
  53316. }
  53317. declare module "babylonjs/Misc/tga" {
  53318. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53319. /**
  53320. * Based on jsTGALoader - Javascript loader for TGA file
  53321. * By Vincent Thibault
  53322. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53323. */
  53324. export class TGATools {
  53325. private static _TYPE_INDEXED;
  53326. private static _TYPE_RGB;
  53327. private static _TYPE_GREY;
  53328. private static _TYPE_RLE_INDEXED;
  53329. private static _TYPE_RLE_RGB;
  53330. private static _TYPE_RLE_GREY;
  53331. private static _ORIGIN_MASK;
  53332. private static _ORIGIN_SHIFT;
  53333. private static _ORIGIN_BL;
  53334. private static _ORIGIN_BR;
  53335. private static _ORIGIN_UL;
  53336. private static _ORIGIN_UR;
  53337. /**
  53338. * Gets the header of a TGA file
  53339. * @param data defines the TGA data
  53340. * @returns the header
  53341. */
  53342. static GetTGAHeader(data: Uint8Array): any;
  53343. /**
  53344. * Uploads TGA content to a Babylon Texture
  53345. * @hidden
  53346. */
  53347. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53348. /** @hidden */
  53349. 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;
  53350. /** @hidden */
  53351. 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;
  53352. /** @hidden */
  53353. 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;
  53354. /** @hidden */
  53355. 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;
  53356. /** @hidden */
  53357. 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;
  53358. /** @hidden */
  53359. 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;
  53360. }
  53361. }
  53362. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53363. import { Nullable } from "babylonjs/types";
  53364. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53365. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53366. /**
  53367. * Implementation of the TGA Texture Loader.
  53368. * @hidden
  53369. */
  53370. export class _TGATextureLoader implements IInternalTextureLoader {
  53371. /**
  53372. * Defines wether the loader supports cascade loading the different faces.
  53373. */
  53374. readonly supportCascades: boolean;
  53375. /**
  53376. * This returns if the loader support the current file information.
  53377. * @param extension defines the file extension of the file being loaded
  53378. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53379. * @param fallback defines the fallback internal texture if any
  53380. * @param isBase64 defines whether the texture is encoded as a base64
  53381. * @param isBuffer defines whether the texture data are stored as a buffer
  53382. * @returns true if the loader can load the specified file
  53383. */
  53384. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53385. /**
  53386. * Transform the url before loading if required.
  53387. * @param rootUrl the url of the texture
  53388. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53389. * @returns the transformed texture
  53390. */
  53391. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53392. /**
  53393. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53394. * @param rootUrl the url of the texture
  53395. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53396. * @returns the fallback texture
  53397. */
  53398. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53399. /**
  53400. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53401. * @param data contains the texture data
  53402. * @param texture defines the BabylonJS internal texture
  53403. * @param createPolynomials will be true if polynomials have been requested
  53404. * @param onLoad defines the callback to trigger once the texture is ready
  53405. * @param onError defines the callback to trigger in case of error
  53406. */
  53407. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53408. /**
  53409. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53410. * @param data contains the texture data
  53411. * @param texture defines the BabylonJS internal texture
  53412. * @param callback defines the method to call once ready to upload
  53413. */
  53414. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53415. }
  53416. }
  53417. declare module "babylonjs/Misc/basis" {
  53418. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53419. /**
  53420. * Info about the .basis files
  53421. */
  53422. class BasisFileInfo {
  53423. /**
  53424. * If the file has alpha
  53425. */
  53426. hasAlpha: boolean;
  53427. /**
  53428. * Info about each image of the basis file
  53429. */
  53430. images: Array<{
  53431. levels: Array<{
  53432. width: number;
  53433. height: number;
  53434. transcodedPixels: ArrayBufferView;
  53435. }>;
  53436. }>;
  53437. }
  53438. /**
  53439. * Result of transcoding a basis file
  53440. */
  53441. class TranscodeResult {
  53442. /**
  53443. * Info about the .basis file
  53444. */
  53445. fileInfo: BasisFileInfo;
  53446. /**
  53447. * Format to use when loading the file
  53448. */
  53449. format: number;
  53450. }
  53451. /**
  53452. * Configuration options for the Basis transcoder
  53453. */
  53454. export class BasisTranscodeConfiguration {
  53455. /**
  53456. * Supported compression formats used to determine the supported output format of the transcoder
  53457. */
  53458. supportedCompressionFormats?: {
  53459. /**
  53460. * etc1 compression format
  53461. */
  53462. etc1?: boolean;
  53463. /**
  53464. * s3tc compression format
  53465. */
  53466. s3tc?: boolean;
  53467. /**
  53468. * pvrtc compression format
  53469. */
  53470. pvrtc?: boolean;
  53471. /**
  53472. * etc2 compression format
  53473. */
  53474. etc2?: boolean;
  53475. };
  53476. /**
  53477. * If mipmap levels should be loaded for transcoded images (Default: true)
  53478. */
  53479. loadMipmapLevels?: boolean;
  53480. /**
  53481. * Index of a single image to load (Default: all images)
  53482. */
  53483. loadSingleImage?: number;
  53484. }
  53485. /**
  53486. * Used to load .Basis files
  53487. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53488. */
  53489. export class BasisTools {
  53490. private static _IgnoreSupportedFormats;
  53491. /**
  53492. * URL to use when loading the basis transcoder
  53493. */
  53494. static JSModuleURL: string;
  53495. /**
  53496. * URL to use when loading the wasm module for the transcoder
  53497. */
  53498. static WasmModuleURL: string;
  53499. /**
  53500. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53501. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53502. * @returns internal format corresponding to the Basis format
  53503. */
  53504. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53505. private static _WorkerPromise;
  53506. private static _Worker;
  53507. private static _actionId;
  53508. private static _CreateWorkerAsync;
  53509. /**
  53510. * Transcodes a loaded image file to compressed pixel data
  53511. * @param imageData image data to transcode
  53512. * @param config configuration options for the transcoding
  53513. * @returns a promise resulting in the transcoded image
  53514. */
  53515. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53516. /**
  53517. * Loads a texture from the transcode result
  53518. * @param texture texture load to
  53519. * @param transcodeResult the result of transcoding the basis file to load from
  53520. */
  53521. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53522. }
  53523. }
  53524. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53525. import { Nullable } from "babylonjs/types";
  53526. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53527. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53528. /**
  53529. * Loader for .basis file format
  53530. */
  53531. export class _BasisTextureLoader implements IInternalTextureLoader {
  53532. /**
  53533. * Defines whether the loader supports cascade loading the different faces.
  53534. */
  53535. readonly supportCascades: boolean;
  53536. /**
  53537. * This returns if the loader support the current file information.
  53538. * @param extension defines the file extension of the file being loaded
  53539. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53540. * @param fallback defines the fallback internal texture if any
  53541. * @param isBase64 defines whether the texture is encoded as a base64
  53542. * @param isBuffer defines whether the texture data are stored as a buffer
  53543. * @returns true if the loader can load the specified file
  53544. */
  53545. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53546. /**
  53547. * Transform the url before loading if required.
  53548. * @param rootUrl the url of the texture
  53549. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53550. * @returns the transformed texture
  53551. */
  53552. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53553. /**
  53554. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53555. * @param rootUrl the url of the texture
  53556. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53557. * @returns the fallback texture
  53558. */
  53559. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53560. /**
  53561. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53562. * @param data contains the texture data
  53563. * @param texture defines the BabylonJS internal texture
  53564. * @param createPolynomials will be true if polynomials have been requested
  53565. * @param onLoad defines the callback to trigger once the texture is ready
  53566. * @param onError defines the callback to trigger in case of error
  53567. */
  53568. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53569. /**
  53570. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53571. * @param data contains the texture data
  53572. * @param texture defines the BabylonJS internal texture
  53573. * @param callback defines the method to call once ready to upload
  53574. */
  53575. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53576. }
  53577. }
  53578. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53579. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53580. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53581. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53582. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53583. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53584. }
  53585. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53586. import { Scene } from "babylonjs/scene";
  53587. import { Texture } from "babylonjs/Materials/Textures/texture";
  53588. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53589. /**
  53590. * 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.
  53591. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53592. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53593. */
  53594. export class CustomProceduralTexture extends ProceduralTexture {
  53595. private _animate;
  53596. private _time;
  53597. private _config;
  53598. private _texturePath;
  53599. /**
  53600. * Instantiates a new Custom Procedural Texture.
  53601. * 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.
  53602. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53603. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53604. * @param name Define the name of the texture
  53605. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53606. * @param size Define the size of the texture to create
  53607. * @param scene Define the scene the texture belongs to
  53608. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53609. * @param generateMipMaps Define if the texture should creates mip maps or not
  53610. */
  53611. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53612. private _loadJson;
  53613. /**
  53614. * Is the texture ready to be used ? (rendered at least once)
  53615. * @returns true if ready, otherwise, false.
  53616. */
  53617. isReady(): boolean;
  53618. /**
  53619. * Render the texture to its associated render target.
  53620. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53621. */
  53622. render(useCameraPostProcess?: boolean): void;
  53623. /**
  53624. * Update the list of dependant textures samplers in the shader.
  53625. */
  53626. updateTextures(): void;
  53627. /**
  53628. * Update the uniform values of the procedural texture in the shader.
  53629. */
  53630. updateShaderUniforms(): void;
  53631. /**
  53632. * Define if the texture animates or not.
  53633. */
  53634. animate: boolean;
  53635. }
  53636. }
  53637. declare module "babylonjs/Shaders/noise.fragment" {
  53638. /** @hidden */
  53639. export var noisePixelShader: {
  53640. name: string;
  53641. shader: string;
  53642. };
  53643. }
  53644. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53645. import { Nullable } from "babylonjs/types";
  53646. import { Scene } from "babylonjs/scene";
  53647. import { Texture } from "babylonjs/Materials/Textures/texture";
  53648. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53649. import "babylonjs/Shaders/noise.fragment";
  53650. /**
  53651. * Class used to generate noise procedural textures
  53652. */
  53653. export class NoiseProceduralTexture extends ProceduralTexture {
  53654. private _time;
  53655. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53656. brightness: number;
  53657. /** Defines the number of octaves to process */
  53658. octaves: number;
  53659. /** Defines the level of persistence (0.8 by default) */
  53660. persistence: number;
  53661. /** Gets or sets animation speed factor (default is 1) */
  53662. animationSpeedFactor: number;
  53663. /**
  53664. * Creates a new NoiseProceduralTexture
  53665. * @param name defines the name fo the texture
  53666. * @param size defines the size of the texture (default is 256)
  53667. * @param scene defines the hosting scene
  53668. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53669. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53670. */
  53671. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53672. private _updateShaderUniforms;
  53673. protected _getDefines(): string;
  53674. /** Generate the current state of the procedural texture */
  53675. render(useCameraPostProcess?: boolean): void;
  53676. /**
  53677. * Serializes this noise procedural texture
  53678. * @returns a serialized noise procedural texture object
  53679. */
  53680. serialize(): any;
  53681. /**
  53682. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53683. * @param parsedTexture defines parsed texture data
  53684. * @param scene defines the current scene
  53685. * @param rootUrl defines the root URL containing noise procedural texture information
  53686. * @returns a parsed NoiseProceduralTexture
  53687. */
  53688. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53689. }
  53690. }
  53691. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53692. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53693. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53694. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53695. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53696. }
  53697. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53698. import { Nullable } from "babylonjs/types";
  53699. import { Scene } from "babylonjs/scene";
  53700. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53701. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53702. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53703. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53704. /**
  53705. * Raw cube texture where the raw buffers are passed in
  53706. */
  53707. export class RawCubeTexture extends CubeTexture {
  53708. /**
  53709. * Creates a cube texture where the raw buffers are passed in.
  53710. * @param scene defines the scene the texture is attached to
  53711. * @param data defines the array of data to use to create each face
  53712. * @param size defines the size of the textures
  53713. * @param format defines the format of the data
  53714. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53715. * @param generateMipMaps defines if the engine should generate the mip levels
  53716. * @param invertY defines if data must be stored with Y axis inverted
  53717. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53718. * @param compression defines the compression used (null by default)
  53719. */
  53720. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53721. /**
  53722. * Updates the raw cube texture.
  53723. * @param data defines the data to store
  53724. * @param format defines the data format
  53725. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53726. * @param invertY defines if data must be stored with Y axis inverted
  53727. * @param compression defines the compression used (null by default)
  53728. * @param level defines which level of the texture to update
  53729. */
  53730. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53731. /**
  53732. * Updates a raw cube texture with RGBD encoded data.
  53733. * @param data defines the array of data [mipmap][face] to use to create each face
  53734. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53735. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53736. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53737. * @returns a promsie that resolves when the operation is complete
  53738. */
  53739. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53740. /**
  53741. * Clones the raw cube texture.
  53742. * @return a new cube texture
  53743. */
  53744. clone(): CubeTexture;
  53745. /** @hidden */
  53746. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53747. }
  53748. }
  53749. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53750. import { Scene } from "babylonjs/scene";
  53751. import { Texture } from "babylonjs/Materials/Textures/texture";
  53752. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53753. /**
  53754. * Class used to store 3D textures containing user data
  53755. */
  53756. export class RawTexture3D extends Texture {
  53757. /** Gets or sets the texture format to use */
  53758. format: number;
  53759. private _engine;
  53760. /**
  53761. * Create a new RawTexture3D
  53762. * @param data defines the data of the texture
  53763. * @param width defines the width of the texture
  53764. * @param height defines the height of the texture
  53765. * @param depth defines the depth of the texture
  53766. * @param format defines the texture format to use
  53767. * @param scene defines the hosting scene
  53768. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53769. * @param invertY defines if texture must be stored with Y axis inverted
  53770. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53771. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53772. */
  53773. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53774. /** Gets or sets the texture format to use */
  53775. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53776. /**
  53777. * Update the texture with new data
  53778. * @param data defines the data to store in the texture
  53779. */
  53780. update(data: ArrayBufferView): void;
  53781. }
  53782. }
  53783. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53784. import { Scene } from "babylonjs/scene";
  53785. import { Plane } from "babylonjs/Maths/math.plane";
  53786. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53787. /**
  53788. * Creates a refraction texture used by refraction channel of the standard material.
  53789. * It is like a mirror but to see through a material.
  53790. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53791. */
  53792. export class RefractionTexture extends RenderTargetTexture {
  53793. /**
  53794. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53795. * 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.
  53796. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53797. */
  53798. refractionPlane: Plane;
  53799. /**
  53800. * Define how deep under the surface we should see.
  53801. */
  53802. depth: number;
  53803. /**
  53804. * Creates a refraction texture used by refraction channel of the standard material.
  53805. * It is like a mirror but to see through a material.
  53806. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53807. * @param name Define the texture name
  53808. * @param size Define the size of the underlying texture
  53809. * @param scene Define the scene the refraction belongs to
  53810. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53811. */
  53812. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53813. /**
  53814. * Clone the refraction texture.
  53815. * @returns the cloned texture
  53816. */
  53817. clone(): RefractionTexture;
  53818. /**
  53819. * Serialize the texture to a JSON representation you could use in Parse later on
  53820. * @returns the serialized JSON representation
  53821. */
  53822. serialize(): any;
  53823. }
  53824. }
  53825. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53826. import { Nullable } from "babylonjs/types";
  53827. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53828. import { Matrix } from "babylonjs/Maths/math.vector";
  53829. import { Engine } from "babylonjs/Engines/engine";
  53830. import { Scene } from "babylonjs/scene";
  53831. /**
  53832. * Defines the options related to the creation of an HtmlElementTexture
  53833. */
  53834. export interface IHtmlElementTextureOptions {
  53835. /**
  53836. * Defines wether mip maps should be created or not.
  53837. */
  53838. generateMipMaps?: boolean;
  53839. /**
  53840. * Defines the sampling mode of the texture.
  53841. */
  53842. samplingMode?: number;
  53843. /**
  53844. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53845. */
  53846. engine: Nullable<Engine>;
  53847. /**
  53848. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53849. */
  53850. scene: Nullable<Scene>;
  53851. }
  53852. /**
  53853. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53854. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53855. * is automatically managed.
  53856. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53857. * in your application.
  53858. *
  53859. * As the update is not automatic, you need to call them manually.
  53860. */
  53861. export class HtmlElementTexture extends BaseTexture {
  53862. /**
  53863. * The texture URL.
  53864. */
  53865. element: HTMLVideoElement | HTMLCanvasElement;
  53866. private static readonly DefaultOptions;
  53867. private _textureMatrix;
  53868. private _engine;
  53869. private _isVideo;
  53870. private _generateMipMaps;
  53871. private _samplingMode;
  53872. /**
  53873. * Instantiates a HtmlElementTexture from the following parameters.
  53874. *
  53875. * @param name Defines the name of the texture
  53876. * @param element Defines the video or canvas the texture is filled with
  53877. * @param options Defines the other none mandatory texture creation options
  53878. */
  53879. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53880. private _createInternalTexture;
  53881. /**
  53882. * Returns the texture matrix used in most of the material.
  53883. */
  53884. getTextureMatrix(): Matrix;
  53885. /**
  53886. * Updates the content of the texture.
  53887. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53888. */
  53889. update(invertY?: Nullable<boolean>): void;
  53890. }
  53891. }
  53892. declare module "babylonjs/Materials/Textures/index" {
  53893. export * from "babylonjs/Materials/Textures/baseTexture";
  53894. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53895. export * from "babylonjs/Materials/Textures/cubeTexture";
  53896. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53897. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53898. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53899. export * from "babylonjs/Materials/Textures/internalTexture";
  53900. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53901. export * from "babylonjs/Materials/Textures/Loaders/index";
  53902. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53903. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53904. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53905. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53906. export * from "babylonjs/Materials/Textures/rawTexture";
  53907. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53908. export * from "babylonjs/Materials/Textures/refractionTexture";
  53909. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53910. export * from "babylonjs/Materials/Textures/texture";
  53911. export * from "babylonjs/Materials/Textures/videoTexture";
  53912. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53913. }
  53914. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53915. /**
  53916. * Enum used to define the target of a block
  53917. */
  53918. export enum NodeMaterialBlockTargets {
  53919. /** Vertex shader */
  53920. Vertex = 1,
  53921. /** Fragment shader */
  53922. Fragment = 2,
  53923. /** Neutral */
  53924. Neutral = 4,
  53925. /** Vertex and Fragment */
  53926. VertexAndFragment = 3
  53927. }
  53928. }
  53929. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53930. /**
  53931. * Defines the kind of connection point for node based material
  53932. */
  53933. export enum NodeMaterialBlockConnectionPointTypes {
  53934. /** Float */
  53935. Float = 1,
  53936. /** Int */
  53937. Int = 2,
  53938. /** Vector2 */
  53939. Vector2 = 4,
  53940. /** Vector3 */
  53941. Vector3 = 8,
  53942. /** Vector4 */
  53943. Vector4 = 16,
  53944. /** Color3 */
  53945. Color3 = 32,
  53946. /** Color4 */
  53947. Color4 = 64,
  53948. /** Matrix */
  53949. Matrix = 128,
  53950. /** Detect type based on connection */
  53951. AutoDetect = 1024,
  53952. /** Output type that will be defined by input type */
  53953. BasedOnInput = 2048
  53954. }
  53955. }
  53956. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53957. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53958. /**
  53959. * Root class for all node material optimizers
  53960. */
  53961. export class NodeMaterialOptimizer {
  53962. /**
  53963. * Function used to optimize a NodeMaterial graph
  53964. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53965. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53966. */
  53967. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53968. }
  53969. }
  53970. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  53971. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53972. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53973. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53974. import { Scene } from "babylonjs/scene";
  53975. /**
  53976. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  53977. */
  53978. export class TransformBlock extends NodeMaterialBlock {
  53979. /**
  53980. * Defines the value to use to complement W value to transform it to a Vector4
  53981. */
  53982. complementW: number;
  53983. /**
  53984. * Defines the value to use to complement z value to transform it to a Vector4
  53985. */
  53986. complementZ: number;
  53987. /**
  53988. * Creates a new TransformBlock
  53989. * @param name defines the block name
  53990. */
  53991. constructor(name: string);
  53992. /**
  53993. * Gets the current class name
  53994. * @returns the class name
  53995. */
  53996. getClassName(): string;
  53997. /**
  53998. * Gets the vector input
  53999. */
  54000. readonly vector: NodeMaterialConnectionPoint;
  54001. /**
  54002. * Gets the output component
  54003. */
  54004. readonly output: NodeMaterialConnectionPoint;
  54005. /**
  54006. * Gets the matrix transform input
  54007. */
  54008. readonly transform: NodeMaterialConnectionPoint;
  54009. protected _buildBlock(state: NodeMaterialBuildState): this;
  54010. serialize(): any;
  54011. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54012. }
  54013. }
  54014. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54015. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54016. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54017. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54018. /**
  54019. * Block used to output the vertex position
  54020. */
  54021. export class VertexOutputBlock extends NodeMaterialBlock {
  54022. /**
  54023. * Creates a new VertexOutputBlock
  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 vector input component
  54034. */
  54035. readonly vector: NodeMaterialConnectionPoint;
  54036. protected _buildBlock(state: NodeMaterialBuildState): this;
  54037. }
  54038. }
  54039. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54040. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54041. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54042. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54043. /**
  54044. * Block used to output the final color
  54045. */
  54046. export class FragmentOutputBlock extends NodeMaterialBlock {
  54047. /**
  54048. * Create a new FragmentOutputBlock
  54049. * @param name defines the block name
  54050. */
  54051. constructor(name: string);
  54052. /**
  54053. * Gets the current class name
  54054. * @returns the class name
  54055. */
  54056. getClassName(): string;
  54057. /**
  54058. * Gets the rgba input component
  54059. */
  54060. readonly rgba: NodeMaterialConnectionPoint;
  54061. /**
  54062. * Gets the rgb input component
  54063. */
  54064. readonly rgb: NodeMaterialConnectionPoint;
  54065. /**
  54066. * Gets the a input component
  54067. */
  54068. readonly a: NodeMaterialConnectionPoint;
  54069. protected _buildBlock(state: NodeMaterialBuildState): this;
  54070. }
  54071. }
  54072. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54073. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54074. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54075. import { Scene } from "babylonjs/scene";
  54076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54077. import { Matrix } from "babylonjs/Maths/math.vector";
  54078. import { Mesh } from "babylonjs/Meshes/mesh";
  54079. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54080. import { Observable } from "babylonjs/Misc/observable";
  54081. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54083. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54084. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54085. import { Nullable } from "babylonjs/types";
  54086. /**
  54087. * Interface used to configure the node material editor
  54088. */
  54089. export interface INodeMaterialEditorOptions {
  54090. /** Define the URl to load node editor script */
  54091. editorURL?: string;
  54092. }
  54093. /** @hidden */
  54094. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54095. /** BONES */
  54096. NUM_BONE_INFLUENCERS: number;
  54097. BonesPerMesh: number;
  54098. BONETEXTURE: boolean;
  54099. /** MORPH TARGETS */
  54100. MORPHTARGETS: boolean;
  54101. MORPHTARGETS_NORMAL: boolean;
  54102. MORPHTARGETS_TANGENT: boolean;
  54103. MORPHTARGETS_UV: boolean;
  54104. NUM_MORPH_INFLUENCERS: number;
  54105. /** IMAGE PROCESSING */
  54106. IMAGEPROCESSING: boolean;
  54107. VIGNETTE: boolean;
  54108. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54109. VIGNETTEBLENDMODEOPAQUE: boolean;
  54110. TONEMAPPING: boolean;
  54111. TONEMAPPING_ACES: boolean;
  54112. CONTRAST: boolean;
  54113. EXPOSURE: boolean;
  54114. COLORCURVES: boolean;
  54115. COLORGRADING: boolean;
  54116. COLORGRADING3D: boolean;
  54117. SAMPLER3DGREENDEPTH: boolean;
  54118. SAMPLER3DBGRMAP: boolean;
  54119. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54120. constructor();
  54121. setValue(name: string, value: boolean): void;
  54122. }
  54123. /**
  54124. * Class used to configure NodeMaterial
  54125. */
  54126. export interface INodeMaterialOptions {
  54127. /**
  54128. * Defines if blocks should emit comments
  54129. */
  54130. emitComments: boolean;
  54131. }
  54132. /**
  54133. * Class used to create a node based material built by assembling shader blocks
  54134. */
  54135. export class NodeMaterial extends PushMaterial {
  54136. private static _BuildIdGenerator;
  54137. private _options;
  54138. private _vertexCompilationState;
  54139. private _fragmentCompilationState;
  54140. private _sharedData;
  54141. private _buildId;
  54142. private _buildWasSuccessful;
  54143. private _cachedWorldViewMatrix;
  54144. private _cachedWorldViewProjectionMatrix;
  54145. private _optimizers;
  54146. /** Define the URl to load node editor script */
  54147. static EditorURL: string;
  54148. private BJSNODEMATERIALEDITOR;
  54149. /** Get the inspector from bundle or global */
  54150. private _getGlobalNodeMaterialEditor;
  54151. /**
  54152. * 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)
  54153. */
  54154. ignoreAlpha: boolean;
  54155. /**
  54156. * Defines the maximum number of lights that can be used in the material
  54157. */
  54158. maxSimultaneousLights: number;
  54159. /**
  54160. * Observable raised when the material is built
  54161. */
  54162. onBuildObservable: Observable<NodeMaterial>;
  54163. /**
  54164. * Gets or sets the root nodes of the material vertex shader
  54165. */
  54166. _vertexOutputNodes: NodeMaterialBlock[];
  54167. /**
  54168. * Gets or sets the root nodes of the material fragment (pixel) shader
  54169. */
  54170. _fragmentOutputNodes: NodeMaterialBlock[];
  54171. /** Gets or sets options to control the node material overall behavior */
  54172. options: INodeMaterialOptions;
  54173. /**
  54174. * Default configuration related to image processing available in the standard Material.
  54175. */
  54176. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54177. /**
  54178. * Gets the image processing configuration used either in this material.
  54179. */
  54180. /**
  54181. * Sets the Default image processing configuration used either in the this material.
  54182. *
  54183. * If sets to null, the scene one is in use.
  54184. */
  54185. imageProcessingConfiguration: ImageProcessingConfiguration;
  54186. /**
  54187. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54188. */
  54189. attachedBlocks: NodeMaterialBlock[];
  54190. /**
  54191. * Create a new node based material
  54192. * @param name defines the material name
  54193. * @param scene defines the hosting scene
  54194. * @param options defines creation option
  54195. */
  54196. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54197. /**
  54198. * Gets the current class name of the material e.g. "NodeMaterial"
  54199. * @returns the class name
  54200. */
  54201. getClassName(): string;
  54202. /**
  54203. * Keep track of the image processing observer to allow dispose and replace.
  54204. */
  54205. private _imageProcessingObserver;
  54206. /**
  54207. * Attaches a new image processing configuration to the Standard Material.
  54208. * @param configuration
  54209. */
  54210. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54211. /**
  54212. * Adds a new optimizer to the list of optimizers
  54213. * @param optimizer defines the optimizers to add
  54214. * @returns the current material
  54215. */
  54216. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54217. /**
  54218. * Remove an optimizer from the list of optimizers
  54219. * @param optimizer defines the optimizers to remove
  54220. * @returns the current material
  54221. */
  54222. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54223. /**
  54224. * Add a new block to the list of output nodes
  54225. * @param node defines the node to add
  54226. * @returns the current material
  54227. */
  54228. addOutputNode(node: NodeMaterialBlock): this;
  54229. /**
  54230. * Remove a block from the list of root nodes
  54231. * @param node defines the node to remove
  54232. * @returns the current material
  54233. */
  54234. removeOutputNode(node: NodeMaterialBlock): this;
  54235. private _addVertexOutputNode;
  54236. private _removeVertexOutputNode;
  54237. private _addFragmentOutputNode;
  54238. private _removeFragmentOutputNode;
  54239. /**
  54240. * Specifies if the material will require alpha blending
  54241. * @returns a boolean specifying if alpha blending is needed
  54242. */
  54243. needAlphaBlending(): boolean;
  54244. /**
  54245. * Specifies if this material should be rendered in alpha test mode
  54246. * @returns a boolean specifying if an alpha test is needed.
  54247. */
  54248. needAlphaTesting(): boolean;
  54249. private _initializeBlock;
  54250. private _resetDualBlocks;
  54251. /**
  54252. * Build the material and generates the inner effect
  54253. * @param verbose defines if the build should log activity
  54254. */
  54255. build(verbose?: boolean): void;
  54256. /**
  54257. * Runs an otpimization phase to try to improve the shader code
  54258. */
  54259. optimize(): void;
  54260. private _prepareDefinesForAttributes;
  54261. /**
  54262. * Get if the submesh is ready to be used and all its information available.
  54263. * Child classes can use it to update shaders
  54264. * @param mesh defines the mesh to check
  54265. * @param subMesh defines which submesh to check
  54266. * @param useInstances specifies that instances should be used
  54267. * @returns a boolean indicating that the submesh is ready or not
  54268. */
  54269. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54270. /**
  54271. * Get a string representing the shaders built by the current node graph
  54272. */
  54273. readonly compiledShaders: string;
  54274. /**
  54275. * Binds the world matrix to the material
  54276. * @param world defines the world transformation matrix
  54277. */
  54278. bindOnlyWorldMatrix(world: Matrix): void;
  54279. /**
  54280. * Binds the submesh to this material by preparing the effect and shader to draw
  54281. * @param world defines the world transformation matrix
  54282. * @param mesh defines the mesh containing the submesh
  54283. * @param subMesh defines the submesh to bind the material to
  54284. */
  54285. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54286. /**
  54287. * Gets the active textures from the material
  54288. * @returns an array of textures
  54289. */
  54290. getActiveTextures(): BaseTexture[];
  54291. /**
  54292. * Specifies if the material uses a texture
  54293. * @param texture defines the texture to check against the material
  54294. * @returns a boolean specifying if the material uses the texture
  54295. */
  54296. hasTexture(texture: BaseTexture): boolean;
  54297. /**
  54298. * Disposes the material
  54299. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54300. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54301. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54302. */
  54303. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54304. /** Creates the node editor window. */
  54305. private _createNodeEditor;
  54306. /**
  54307. * Launch the node material editor
  54308. * @param config Define the configuration of the editor
  54309. * @return a promise fulfilled when the node editor is visible
  54310. */
  54311. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54312. /**
  54313. * Clear the current material
  54314. */
  54315. clear(): void;
  54316. /**
  54317. * Clear the current material and set it to a default state
  54318. */
  54319. setToDefault(): void;
  54320. private _gatherBlocks;
  54321. /**
  54322. * Serializes this material in a JSON representation
  54323. * @returns the serialized material object
  54324. */
  54325. serialize(): any;
  54326. /**
  54327. * Clear the current graph and load a new one from a serialization object
  54328. * @param source defines the JSON representation of the material
  54329. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54330. */
  54331. loadFromSerialization(source: any, rootUrl?: string): void;
  54332. /**
  54333. * Creates a node material from parsed material data
  54334. * @param source defines the JSON representation of the material
  54335. * @param scene defines the hosting scene
  54336. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54337. * @returns a new node material
  54338. */
  54339. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54340. }
  54341. }
  54342. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54343. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54344. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54345. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54346. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54347. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54348. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54349. import { Effect } from "babylonjs/Materials/effect";
  54350. import { Mesh } from "babylonjs/Meshes/mesh";
  54351. import { Nullable } from "babylonjs/types";
  54352. import { Scene } from "babylonjs/scene";
  54353. /**
  54354. * Block used to read a texture from a sampler
  54355. */
  54356. export class TextureBlock extends NodeMaterialBlock {
  54357. private _defineName;
  54358. private _samplerName;
  54359. private _transformedUVName;
  54360. private _textureTransformName;
  54361. private _textureInfoName;
  54362. private _mainUVName;
  54363. private _mainUVDefineName;
  54364. /**
  54365. * Gets or sets the texture associated with the node
  54366. */
  54367. texture: Nullable<BaseTexture>;
  54368. /**
  54369. * Create a new TextureBlock
  54370. * @param name defines the block name
  54371. */
  54372. constructor(name: string);
  54373. /**
  54374. * Gets the current class name
  54375. * @returns the class name
  54376. */
  54377. getClassName(): string;
  54378. /**
  54379. * Gets the uv input component
  54380. */
  54381. readonly uv: NodeMaterialConnectionPoint;
  54382. /**
  54383. * Gets the output component
  54384. */
  54385. readonly output: NodeMaterialConnectionPoint;
  54386. autoConfigure(): void;
  54387. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54388. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54389. isReady(): boolean;
  54390. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54391. private _injectVertexCode;
  54392. private _writeOutput;
  54393. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54394. serialize(): any;
  54395. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54396. }
  54397. }
  54398. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54399. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54400. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54401. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54402. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54403. /**
  54404. * Class used to store shared data between 2 NodeMaterialBuildState
  54405. */
  54406. export class NodeMaterialBuildStateSharedData {
  54407. /**
  54408. * Gets the list of emitted varyings
  54409. */
  54410. varyings: string[];
  54411. /**
  54412. * Gets the varying declaration string
  54413. */
  54414. varyingDeclaration: string;
  54415. /**
  54416. * Input blocks
  54417. */
  54418. inputBlocks: InputBlock[];
  54419. /**
  54420. * Input blocks
  54421. */
  54422. textureBlocks: TextureBlock[];
  54423. /**
  54424. * Bindable blocks (Blocks that need to set data to the effect)
  54425. */
  54426. bindableBlocks: NodeMaterialBlock[];
  54427. /**
  54428. * List of blocks that can provide a compilation fallback
  54429. */
  54430. blocksWithFallbacks: NodeMaterialBlock[];
  54431. /**
  54432. * List of blocks that can provide a define update
  54433. */
  54434. blocksWithDefines: NodeMaterialBlock[];
  54435. /**
  54436. * List of blocks that can provide a repeatable content
  54437. */
  54438. repeatableContentBlocks: NodeMaterialBlock[];
  54439. /**
  54440. * List of blocks that can provide a dynamic list of uniforms
  54441. */
  54442. dynamicUniformBlocks: NodeMaterialBlock[];
  54443. /**
  54444. * List of blocks that can block the isReady function for the material
  54445. */
  54446. blockingBlocks: NodeMaterialBlock[];
  54447. /**
  54448. * Build Id used to avoid multiple recompilations
  54449. */
  54450. buildId: number;
  54451. /** List of emitted variables */
  54452. variableNames: {
  54453. [key: string]: number;
  54454. };
  54455. /** List of emitted defines */
  54456. defineNames: {
  54457. [key: string]: number;
  54458. };
  54459. /** Should emit comments? */
  54460. emitComments: boolean;
  54461. /** Emit build activity */
  54462. verbose: boolean;
  54463. /**
  54464. * Gets the compilation hints emitted at compilation time
  54465. */
  54466. hints: {
  54467. needWorldViewMatrix: boolean;
  54468. needWorldViewProjectionMatrix: boolean;
  54469. needAlphaBlending: boolean;
  54470. needAlphaTesting: boolean;
  54471. };
  54472. /**
  54473. * List of compilation checks
  54474. */
  54475. checks: {
  54476. emitVertex: boolean;
  54477. emitFragment: boolean;
  54478. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54479. };
  54480. /** Creates a new shared data */
  54481. constructor();
  54482. /**
  54483. * Emits console errors and exceptions if there is a failing check
  54484. */
  54485. emitErrors(): void;
  54486. }
  54487. }
  54488. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54489. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54490. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54491. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54492. /**
  54493. * Class used to store node based material build state
  54494. */
  54495. export class NodeMaterialBuildState {
  54496. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54497. supportUniformBuffers: boolean;
  54498. /**
  54499. * Gets the list of emitted attributes
  54500. */
  54501. attributes: string[];
  54502. /**
  54503. * Gets the list of emitted uniforms
  54504. */
  54505. uniforms: string[];
  54506. /**
  54507. * Gets the list of emitted uniform buffers
  54508. */
  54509. uniformBuffers: string[];
  54510. /**
  54511. * Gets the list of emitted samplers
  54512. */
  54513. samplers: string[];
  54514. /**
  54515. * Gets the list of emitted functions
  54516. */
  54517. functions: {
  54518. [key: string]: string;
  54519. };
  54520. /**
  54521. * Gets the target of the compilation state
  54522. */
  54523. target: NodeMaterialBlockTargets;
  54524. /**
  54525. * Gets the list of emitted counters
  54526. */
  54527. counters: {
  54528. [key: string]: number;
  54529. };
  54530. /**
  54531. * Shared data between multiple NodeMaterialBuildState instances
  54532. */
  54533. sharedData: NodeMaterialBuildStateSharedData;
  54534. /** @hidden */
  54535. _vertexState: NodeMaterialBuildState;
  54536. /** @hidden */
  54537. _attributeDeclaration: string;
  54538. /** @hidden */
  54539. _uniformDeclaration: string;
  54540. /** @hidden */
  54541. _samplerDeclaration: string;
  54542. /** @hidden */
  54543. _varyingTransfer: string;
  54544. private _repeatableContentAnchorIndex;
  54545. /** @hidden */
  54546. _builtCompilationString: string;
  54547. /**
  54548. * Gets the emitted compilation strings
  54549. */
  54550. compilationString: string;
  54551. /**
  54552. * Finalize the compilation strings
  54553. * @param state defines the current compilation state
  54554. */
  54555. finalize(state: NodeMaterialBuildState): void;
  54556. /** @hidden */
  54557. readonly _repeatableContentAnchor: string;
  54558. /** @hidden */
  54559. _getFreeVariableName(prefix: string): string;
  54560. /** @hidden */
  54561. _getFreeDefineName(prefix: string): string;
  54562. /** @hidden */
  54563. _excludeVariableName(name: string): void;
  54564. /** @hidden */
  54565. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54566. /** @hidden */
  54567. _emitFunction(name: string, code: string, comments: string): void;
  54568. /** @hidden */
  54569. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54570. replaceStrings?: {
  54571. search: RegExp;
  54572. replace: string;
  54573. }[];
  54574. repeatKey?: string;
  54575. }): string;
  54576. /** @hidden */
  54577. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54578. repeatKey?: string;
  54579. removeAttributes?: boolean;
  54580. removeUniforms?: boolean;
  54581. removeVaryings?: boolean;
  54582. removeIfDef?: boolean;
  54583. replaceStrings?: {
  54584. search: RegExp;
  54585. replace: string;
  54586. }[];
  54587. }, storeKey?: string): void;
  54588. /** @hidden */
  54589. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54590. /** @hidden */
  54591. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54592. }
  54593. }
  54594. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54595. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54596. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54597. import { Nullable } from "babylonjs/types";
  54598. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54599. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54600. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54601. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54602. import { Mesh } from "babylonjs/Meshes/mesh";
  54603. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54604. import { Scene } from "babylonjs/scene";
  54605. /**
  54606. * Defines a block that can be used inside a node based material
  54607. */
  54608. export class NodeMaterialBlock {
  54609. private _buildId;
  54610. private _buildTarget;
  54611. private _target;
  54612. private _isFinalMerger;
  54613. private _isInput;
  54614. /** @hidden */
  54615. _inputs: NodeMaterialConnectionPoint[];
  54616. /** @hidden */
  54617. _outputs: NodeMaterialConnectionPoint[];
  54618. /**
  54619. * Gets or sets the name of the block
  54620. */
  54621. name: string;
  54622. /**
  54623. * Gets or sets the unique id of the node
  54624. */
  54625. uniqueId: number;
  54626. /**
  54627. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54628. */
  54629. readonly isFinalMerger: boolean;
  54630. /**
  54631. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54632. */
  54633. readonly isInput: boolean;
  54634. /**
  54635. * Gets or sets the build Id
  54636. */
  54637. buildId: number;
  54638. /**
  54639. * Gets or sets the target of the block
  54640. */
  54641. target: NodeMaterialBlockTargets;
  54642. /**
  54643. * Gets the list of input points
  54644. */
  54645. readonly inputs: NodeMaterialConnectionPoint[];
  54646. /** Gets the list of output points */
  54647. readonly outputs: NodeMaterialConnectionPoint[];
  54648. /**
  54649. * Find an input by its name
  54650. * @param name defines the name of the input to look for
  54651. * @returns the input or null if not found
  54652. */
  54653. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54654. /**
  54655. * Find an output by its name
  54656. * @param name defines the name of the outputto look for
  54657. * @returns the output or null if not found
  54658. */
  54659. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54660. /**
  54661. * Creates a new NodeMaterialBlock
  54662. * @param name defines the block name
  54663. * @param target defines the target of that block (Vertex by default)
  54664. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54665. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54666. */
  54667. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54668. /**
  54669. * Initialize the block and prepare the context for build
  54670. * @param state defines the state that will be used for the build
  54671. */
  54672. initialize(state: NodeMaterialBuildState): void;
  54673. /**
  54674. * Bind data to effect. Will only be called for blocks with isBindable === true
  54675. * @param effect defines the effect to bind data to
  54676. * @param nodeMaterial defines the hosting NodeMaterial
  54677. * @param mesh defines the mesh that will be rendered
  54678. */
  54679. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54680. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54681. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54682. protected _writeFloat(value: number): string;
  54683. /**
  54684. * Gets the current class name e.g. "NodeMaterialBlock"
  54685. * @returns the class name
  54686. */
  54687. getClassName(): string;
  54688. /**
  54689. * Register a new input. Must be called inside a block constructor
  54690. * @param name defines the connection point name
  54691. * @param type defines the connection point type
  54692. * @param isOptional defines a boolean indicating that this input can be omitted
  54693. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54694. * @returns the current block
  54695. */
  54696. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54697. /**
  54698. * Register a new output. Must be called inside a block constructor
  54699. * @param name defines the connection point name
  54700. * @param type defines the connection point type
  54701. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54702. * @returns the current block
  54703. */
  54704. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54705. /**
  54706. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54707. * @param forOutput defines an optional connection point to check compatibility with
  54708. * @returns the first available input or null
  54709. */
  54710. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54711. /**
  54712. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54713. * @param forBlock defines an optional block to check compatibility with
  54714. * @returns the first available input or null
  54715. */
  54716. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54717. /**
  54718. * Connect current block with another block
  54719. * @param other defines the block to connect with
  54720. * @param options define the various options to help pick the right connections
  54721. * @returns the current block
  54722. */
  54723. connectTo(other: NodeMaterialBlock, options?: {
  54724. input?: string;
  54725. output?: string;
  54726. outputSwizzle?: string;
  54727. }): this | undefined;
  54728. protected _buildBlock(state: NodeMaterialBuildState): void;
  54729. /**
  54730. * Add uniforms, samplers and uniform buffers at compilation time
  54731. * @param state defines the state to update
  54732. * @param nodeMaterial defines the node material requesting the update
  54733. * @param defines defines the material defines to update
  54734. */
  54735. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54736. /**
  54737. * Add potential fallbacks if shader compilation fails
  54738. * @param mesh defines the mesh to be rendered
  54739. * @param fallbacks defines the current prioritized list of fallbacks
  54740. */
  54741. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54742. /**
  54743. * Update defines for shader compilation
  54744. * @param mesh defines the mesh to be rendered
  54745. * @param nodeMaterial defines the node material requesting the update
  54746. * @param defines defines the material defines to update
  54747. * @param useInstances specifies that instances should be used
  54748. */
  54749. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54750. /**
  54751. * Initialize defines for shader compilation
  54752. * @param mesh defines the mesh to be rendered
  54753. * @param nodeMaterial defines the node material requesting the update
  54754. * @param defines defines the material defines to be prepared
  54755. * @param useInstances specifies that instances should be used
  54756. */
  54757. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54758. /**
  54759. * Lets the block try to connect some inputs automatically
  54760. */
  54761. autoConfigure(): void;
  54762. /**
  54763. * Function called when a block is declared as repeatable content generator
  54764. * @param vertexShaderState defines the current compilation state for the vertex shader
  54765. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54766. * @param mesh defines the mesh to be rendered
  54767. * @param defines defines the material defines to update
  54768. */
  54769. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54770. /**
  54771. * Checks if the block is ready
  54772. * @param mesh defines the mesh to be rendered
  54773. * @param nodeMaterial defines the node material requesting the update
  54774. * @param defines defines the material defines to update
  54775. * @param useInstances specifies that instances should be used
  54776. * @returns true if the block is ready
  54777. */
  54778. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54779. private _processBuild;
  54780. /**
  54781. * Compile the current node and generate the shader code
  54782. * @param state defines the current compilation state (uniforms, samplers, current string)
  54783. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54784. * @returns true if already built
  54785. */
  54786. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54787. /**
  54788. * Serializes this block in a JSON representation
  54789. * @returns the serialized block object
  54790. */
  54791. serialize(): any;
  54792. /** @hidden */
  54793. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54794. }
  54795. }
  54796. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54797. /**
  54798. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54799. */
  54800. export enum NodeMaterialBlockConnectionPointMode {
  54801. /** Value is an uniform */
  54802. Uniform = 0,
  54803. /** Value is a mesh attribute */
  54804. Attribute = 1,
  54805. /** Value is a varying between vertex and fragment shaders */
  54806. Varying = 2,
  54807. /** Mode is undefined */
  54808. Undefined = 3
  54809. }
  54810. }
  54811. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54812. /**
  54813. * Enum used to define well known values e.g. values automatically provided by the system
  54814. */
  54815. export enum NodeMaterialWellKnownValues {
  54816. /** World */
  54817. World = 1,
  54818. /** View */
  54819. View = 2,
  54820. /** Projection */
  54821. Projection = 3,
  54822. /** ViewProjection */
  54823. ViewProjection = 4,
  54824. /** WorldView */
  54825. WorldView = 5,
  54826. /** WorldViewProjection */
  54827. WorldViewProjection = 6,
  54828. /** CameraPosition */
  54829. CameraPosition = 7,
  54830. /** Fog Color */
  54831. FogColor = 8
  54832. }
  54833. }
  54834. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54835. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54836. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54837. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54838. import { Nullable } from "babylonjs/types";
  54839. import { Effect } from "babylonjs/Materials/effect";
  54840. import { Matrix } from "babylonjs/Maths/math.vector";
  54841. import { Scene } from "babylonjs/scene";
  54842. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54843. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54844. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54845. /**
  54846. * Block used to expose an input value
  54847. */
  54848. export class InputBlock extends NodeMaterialBlock {
  54849. private _mode;
  54850. private _associatedVariableName;
  54851. private _storedValue;
  54852. private _valueCallback;
  54853. private _type;
  54854. /** @hidden */
  54855. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54856. /**
  54857. * Gets or sets the connection point type (default is float)
  54858. */
  54859. readonly type: NodeMaterialBlockConnectionPointTypes;
  54860. /**
  54861. * Creates a new InputBlock
  54862. * @param name defines the block name
  54863. * @param target defines the target of that block (Vertex by default)
  54864. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54865. */
  54866. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54867. /**
  54868. * Gets the output component
  54869. */
  54870. readonly output: NodeMaterialConnectionPoint;
  54871. /**
  54872. * Set the source of this connection point to a vertex attribute
  54873. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  54874. * @returns the current connection point
  54875. */
  54876. setAsAttribute(attributeName?: string): InputBlock;
  54877. /**
  54878. * Set the source of this connection point to a well known value
  54879. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  54880. * @returns the current connection point
  54881. */
  54882. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  54883. /**
  54884. * Gets or sets the value of that point.
  54885. * Please note that this value will be ignored if valueCallback is defined
  54886. */
  54887. value: any;
  54888. /**
  54889. * Gets or sets a callback used to get the value of that point.
  54890. * Please note that setting this value will force the connection point to ignore the value property
  54891. */
  54892. valueCallback: () => any;
  54893. /**
  54894. * Gets or sets the associated variable name in the shader
  54895. */
  54896. associatedVariableName: string;
  54897. /**
  54898. * Gets a boolean indicating that this connection point not defined yet
  54899. */
  54900. readonly isUndefined: boolean;
  54901. /**
  54902. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  54903. * In this case the connection point name must be the name of the uniform to use.
  54904. * Can only be set on inputs
  54905. */
  54906. isUniform: boolean;
  54907. /**
  54908. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  54909. * In this case the connection point name must be the name of the attribute to use
  54910. * Can only be set on inputs
  54911. */
  54912. isAttribute: boolean;
  54913. /**
  54914. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  54915. * Can only be set on exit points
  54916. */
  54917. isVarying: boolean;
  54918. /**
  54919. * Gets a boolean indicating that the current connection point is a well known value
  54920. */
  54921. readonly isWellKnownValue: boolean;
  54922. /**
  54923. * Gets or sets the current well known value or null if not defined as well know value
  54924. */
  54925. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54926. /**
  54927. * Gets the current class name
  54928. * @returns the class name
  54929. */
  54930. getClassName(): string;
  54931. private _emitDefine;
  54932. /**
  54933. * Set the input block to its default value (based on its type)
  54934. */
  54935. setDefaultValue(): void;
  54936. private _emit;
  54937. /** @hidden */
  54938. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  54939. /** @hidden */
  54940. _transmit(effect: Effect, scene: Scene): void;
  54941. protected _buildBlock(state: NodeMaterialBuildState): void;
  54942. serialize(): any;
  54943. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54944. }
  54945. }
  54946. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  54947. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54948. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54949. import { Nullable } from "babylonjs/types";
  54950. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54951. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54952. /**
  54953. * Defines a connection point for a block
  54954. */
  54955. export class NodeMaterialConnectionPoint {
  54956. /** @hidden */
  54957. _ownerBlock: NodeMaterialBlock;
  54958. /** @hidden */
  54959. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54960. private _endpoints;
  54961. private _associatedVariableName;
  54962. /** @hidden */
  54963. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  54964. private _type;
  54965. /** @hidden */
  54966. _enforceAssociatedVariableName: boolean;
  54967. /**
  54968. * Gets or sets the additional types supported byt this connection point
  54969. */
  54970. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  54971. /**
  54972. * Gets or sets the associated variable name in the shader
  54973. */
  54974. associatedVariableName: string;
  54975. /**
  54976. * Gets or sets the connection point type (default is float)
  54977. */
  54978. type: NodeMaterialBlockConnectionPointTypes;
  54979. /**
  54980. * Gets or sets the connection point name
  54981. */
  54982. name: string;
  54983. /**
  54984. * Gets or sets a boolean indicating that this connection point can be omitted
  54985. */
  54986. isOptional: boolean;
  54987. /**
  54988. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  54989. */
  54990. define: string;
  54991. /** Gets or sets the target of that connection point */
  54992. target: NodeMaterialBlockTargets;
  54993. /**
  54994. * Gets a boolean indicating that the current point is connected
  54995. */
  54996. readonly isConnected: boolean;
  54997. /**
  54998. * Gets a boolean indicating that the current point is connected to an input block
  54999. */
  55000. readonly isConnectedToInput: boolean;
  55001. /**
  55002. * Gets a the connected input block (if any)
  55003. */
  55004. readonly connectInputBlock: Nullable<InputBlock>;
  55005. /** Get the other side of the connection (if any) */
  55006. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55007. /** Get the block that owns this connection point */
  55008. readonly ownerBlock: NodeMaterialBlock;
  55009. /** Get the block connected on the other side of this connection (if any) */
  55010. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55011. /** Get the block connected on the endpoints of this connection (if any) */
  55012. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55013. /** Gets the list of connected endpoints */
  55014. readonly endpoints: NodeMaterialConnectionPoint[];
  55015. /**
  55016. * Creates a new connection point
  55017. * @param name defines the connection point name
  55018. * @param ownerBlock defines the block hosting this connection point
  55019. */
  55020. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55021. /**
  55022. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55023. * @returns the class name
  55024. */
  55025. getClassName(): string;
  55026. /**
  55027. * Gets an boolean indicating if the current point can be connected to another point
  55028. * @param connectionPoint defines the other connection point
  55029. * @returns true if the connection is possible
  55030. */
  55031. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55032. /**
  55033. * Connect this point to another connection point
  55034. * @param connectionPoint defines the other connection point
  55035. * @returns the current connection point
  55036. */
  55037. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55038. /**
  55039. * Disconnect this point from one of his endpoint
  55040. * @param endpoint defines the other connection point
  55041. * @returns the current connection point
  55042. */
  55043. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55044. /**
  55045. * Serializes this point in a JSON representation
  55046. * @returns the serialized point object
  55047. */
  55048. serialize(): any;
  55049. }
  55050. }
  55051. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55052. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55053. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55054. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55055. import { Mesh } from "babylonjs/Meshes/mesh";
  55056. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55057. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55058. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55059. /**
  55060. * Block used to add support for vertex skinning (bones)
  55061. */
  55062. export class BonesBlock extends NodeMaterialBlock {
  55063. /**
  55064. * Creates a new BonesBlock
  55065. * @param name defines the block name
  55066. */
  55067. constructor(name: string);
  55068. /**
  55069. * Initialize the block and prepare the context for build
  55070. * @param state defines the state that will be used for the build
  55071. */
  55072. initialize(state: NodeMaterialBuildState): void;
  55073. /**
  55074. * Gets the current class name
  55075. * @returns the class name
  55076. */
  55077. getClassName(): string;
  55078. /**
  55079. * Gets the matrix indices input component
  55080. */
  55081. readonly matricesIndices: NodeMaterialConnectionPoint;
  55082. /**
  55083. * Gets the matrix weights input component
  55084. */
  55085. readonly matricesWeights: NodeMaterialConnectionPoint;
  55086. /**
  55087. * Gets the extra matrix indices input component
  55088. */
  55089. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55090. /**
  55091. * Gets the extra matrix weights input component
  55092. */
  55093. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55094. /**
  55095. * Gets the world input component
  55096. */
  55097. readonly world: NodeMaterialConnectionPoint;
  55098. /**
  55099. * Gets the output component
  55100. */
  55101. readonly output: NodeMaterialConnectionPoint;
  55102. autoConfigure(): void;
  55103. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55104. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55105. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55106. protected _buildBlock(state: NodeMaterialBuildState): this;
  55107. }
  55108. }
  55109. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55110. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55111. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55112. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55113. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55114. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55115. /**
  55116. * Block used to add support for instances
  55117. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55118. */
  55119. export class InstancesBlock extends NodeMaterialBlock {
  55120. /**
  55121. * Creates a new InstancesBlock
  55122. * @param name defines the block name
  55123. */
  55124. constructor(name: string);
  55125. /**
  55126. * Gets the current class name
  55127. * @returns the class name
  55128. */
  55129. getClassName(): string;
  55130. /**
  55131. * Gets the first world row input component
  55132. */
  55133. readonly world0: NodeMaterialConnectionPoint;
  55134. /**
  55135. * Gets the second world row input component
  55136. */
  55137. readonly world1: NodeMaterialConnectionPoint;
  55138. /**
  55139. * Gets the third world row input component
  55140. */
  55141. readonly world2: NodeMaterialConnectionPoint;
  55142. /**
  55143. * Gets the forth world row input component
  55144. */
  55145. readonly world3: NodeMaterialConnectionPoint;
  55146. /**
  55147. * Gets the world input component
  55148. */
  55149. readonly world: NodeMaterialConnectionPoint;
  55150. /**
  55151. * Gets the output component
  55152. */
  55153. readonly output: NodeMaterialConnectionPoint;
  55154. autoConfigure(): void;
  55155. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55156. protected _buildBlock(state: NodeMaterialBuildState): this;
  55157. }
  55158. }
  55159. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55160. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55161. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55162. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55163. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55164. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55165. import { Effect } from "babylonjs/Materials/effect";
  55166. import { Mesh } from "babylonjs/Meshes/mesh";
  55167. /**
  55168. * Block used to add morph targets support to vertex shader
  55169. */
  55170. export class MorphTargetsBlock extends NodeMaterialBlock {
  55171. private _repeatableContentAnchor;
  55172. private _repeatebleContentGenerated;
  55173. /**
  55174. * Create a new MorphTargetsBlock
  55175. * @param name defines the block name
  55176. */
  55177. constructor(name: string);
  55178. /**
  55179. * Gets the current class name
  55180. * @returns the class name
  55181. */
  55182. getClassName(): string;
  55183. /**
  55184. * Gets the position input component
  55185. */
  55186. readonly position: NodeMaterialConnectionPoint;
  55187. /**
  55188. * Gets the normal input component
  55189. */
  55190. readonly normal: NodeMaterialConnectionPoint;
  55191. /**
  55192. * Gets the tangent input component
  55193. */
  55194. readonly tangent: NodeMaterialConnectionPoint;
  55195. /**
  55196. * Gets the tangent input component
  55197. */
  55198. readonly uv: NodeMaterialConnectionPoint;
  55199. /**
  55200. * Gets the position output component
  55201. */
  55202. readonly positionOutput: NodeMaterialConnectionPoint;
  55203. /**
  55204. * Gets the normal output component
  55205. */
  55206. readonly normalOutput: NodeMaterialConnectionPoint;
  55207. /**
  55208. * Gets the tangent output component
  55209. */
  55210. readonly tangentOutput: NodeMaterialConnectionPoint;
  55211. /**
  55212. * Gets the tangent output component
  55213. */
  55214. readonly uvOutput: NodeMaterialConnectionPoint;
  55215. initialize(state: NodeMaterialBuildState): void;
  55216. autoConfigure(): void;
  55217. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55218. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55219. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55220. protected _buildBlock(state: NodeMaterialBuildState): this;
  55221. }
  55222. }
  55223. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55224. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55225. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55226. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55227. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55228. }
  55229. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55230. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55231. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55232. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55233. /**
  55234. * Block used to add an alpha test in the fragment shader
  55235. */
  55236. export class AlphaTestBlock extends NodeMaterialBlock {
  55237. /**
  55238. * Gets or sets the alpha value where alpha testing happens
  55239. */
  55240. alphaCutOff: number;
  55241. /**
  55242. * Create a new AlphaTestBlock
  55243. * @param name defines the block name
  55244. */
  55245. constructor(name: string);
  55246. /**
  55247. * Gets the current class name
  55248. * @returns the class name
  55249. */
  55250. getClassName(): string;
  55251. /**
  55252. * Gets the color input component
  55253. */
  55254. readonly color: NodeMaterialConnectionPoint;
  55255. /**
  55256. * Gets the alpha input component
  55257. */
  55258. readonly alpha: NodeMaterialConnectionPoint;
  55259. protected _buildBlock(state: NodeMaterialBuildState): this;
  55260. }
  55261. }
  55262. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  55263. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55264. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55265. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55266. /**
  55267. * Block used to create a Color3/4 out of individual inputs (one for each component)
  55268. */
  55269. export class ColorMergerBlock extends NodeMaterialBlock {
  55270. /**
  55271. * Create a new ColorMergerBlock
  55272. * @param name defines the block name
  55273. */
  55274. constructor(name: string);
  55275. /**
  55276. * Gets the current class name
  55277. * @returns the class name
  55278. */
  55279. getClassName(): string;
  55280. /**
  55281. * Gets the r component (input)
  55282. */
  55283. readonly r: NodeMaterialConnectionPoint;
  55284. /**
  55285. * Gets the g component (input)
  55286. */
  55287. readonly g: NodeMaterialConnectionPoint;
  55288. /**
  55289. * Gets the b component (input)
  55290. */
  55291. readonly b: NodeMaterialConnectionPoint;
  55292. /**
  55293. * Gets the a component (input)
  55294. */
  55295. readonly a: NodeMaterialConnectionPoint;
  55296. /**
  55297. * Gets the rgba component (output)
  55298. */
  55299. readonly rgba: NodeMaterialConnectionPoint;
  55300. /**
  55301. * Gets the rgb component (output)
  55302. */
  55303. readonly rgb: NodeMaterialConnectionPoint;
  55304. protected _buildBlock(state: NodeMaterialBuildState): this;
  55305. }
  55306. }
  55307. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  55308. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55309. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55310. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55311. /**
  55312. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  55313. */
  55314. export class VectorMergerBlock extends NodeMaterialBlock {
  55315. /**
  55316. * Create a new VectorMergerBlock
  55317. * @param name defines the block name
  55318. */
  55319. constructor(name: string);
  55320. /**
  55321. * Gets the current class name
  55322. * @returns the class name
  55323. */
  55324. getClassName(): string;
  55325. /**
  55326. * Gets the x component (input)
  55327. */
  55328. readonly x: NodeMaterialConnectionPoint;
  55329. /**
  55330. * Gets the y component (input)
  55331. */
  55332. readonly y: NodeMaterialConnectionPoint;
  55333. /**
  55334. * Gets the z component (input)
  55335. */
  55336. readonly z: NodeMaterialConnectionPoint;
  55337. /**
  55338. * Gets the w component (input)
  55339. */
  55340. readonly w: NodeMaterialConnectionPoint;
  55341. /**
  55342. * Gets the xyzw component (output)
  55343. */
  55344. readonly xyzw: NodeMaterialConnectionPoint;
  55345. /**
  55346. * Gets the xyz component (output)
  55347. */
  55348. readonly xyz: NodeMaterialConnectionPoint;
  55349. /**
  55350. * Gets the xy component (output)
  55351. */
  55352. readonly xy: NodeMaterialConnectionPoint;
  55353. protected _buildBlock(state: NodeMaterialBuildState): this;
  55354. }
  55355. }
  55356. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  55357. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55358. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55359. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55360. /**
  55361. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  55362. */
  55363. export class ColorSplitterBlock extends NodeMaterialBlock {
  55364. /**
  55365. * Create a new ColorSplitterBlock
  55366. * @param name defines the block name
  55367. */
  55368. constructor(name: string);
  55369. /**
  55370. * Gets the current class name
  55371. * @returns the class name
  55372. */
  55373. getClassName(): string;
  55374. /**
  55375. * Gets the rgba component (input)
  55376. */
  55377. readonly rgba: NodeMaterialConnectionPoint;
  55378. /**
  55379. * Gets the rgb component (input)
  55380. */
  55381. readonly rgbIn: NodeMaterialConnectionPoint;
  55382. /**
  55383. * Gets the rgb component (output)
  55384. */
  55385. readonly rgbOut: NodeMaterialConnectionPoint;
  55386. /**
  55387. * Gets the r component (output)
  55388. */
  55389. readonly r: NodeMaterialConnectionPoint;
  55390. /**
  55391. * Gets the g component (output)
  55392. */
  55393. readonly g: NodeMaterialConnectionPoint;
  55394. /**
  55395. * Gets the b component (output)
  55396. */
  55397. readonly b: NodeMaterialConnectionPoint;
  55398. /**
  55399. * Gets the a component (output)
  55400. */
  55401. readonly a: NodeMaterialConnectionPoint;
  55402. protected _buildBlock(state: NodeMaterialBuildState): this;
  55403. }
  55404. }
  55405. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  55406. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55407. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55408. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55409. /**
  55410. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  55411. */
  55412. export class VectorSplitterBlock extends NodeMaterialBlock {
  55413. /**
  55414. * Create a new VectorSplitterBlock
  55415. * @param name defines the block name
  55416. */
  55417. constructor(name: string);
  55418. /**
  55419. * Gets the current class name
  55420. * @returns the class name
  55421. */
  55422. getClassName(): string;
  55423. /**
  55424. * Gets the xyzw component (input)
  55425. */
  55426. readonly xyzw: NodeMaterialConnectionPoint;
  55427. /**
  55428. * Gets the xyz component (input)
  55429. */
  55430. readonly xyzIn: NodeMaterialConnectionPoint;
  55431. /**
  55432. * Gets the xyz component (output)
  55433. */
  55434. readonly xyzOut: NodeMaterialConnectionPoint;
  55435. /**
  55436. * Gets the xy component (output)
  55437. */
  55438. readonly xy: NodeMaterialConnectionPoint;
  55439. /**
  55440. * Gets the x component (output)
  55441. */
  55442. readonly x: NodeMaterialConnectionPoint;
  55443. /**
  55444. * Gets the y component (output)
  55445. */
  55446. readonly y: NodeMaterialConnectionPoint;
  55447. /**
  55448. * Gets the z component (output)
  55449. */
  55450. readonly z: NodeMaterialConnectionPoint;
  55451. /**
  55452. * Gets the w component (output)
  55453. */
  55454. readonly w: NodeMaterialConnectionPoint;
  55455. protected _buildBlock(state: NodeMaterialBuildState): this;
  55456. }
  55457. }
  55458. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55459. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55460. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55461. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55462. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55463. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55464. import { Effect } from "babylonjs/Materials/effect";
  55465. import { Mesh } from "babylonjs/Meshes/mesh";
  55466. /**
  55467. * Block used to add image processing support to fragment shader
  55468. */
  55469. export class ImageProcessingBlock extends NodeMaterialBlock {
  55470. /**
  55471. * Create a new ImageProcessingBlock
  55472. * @param name defines the block name
  55473. */
  55474. constructor(name: string);
  55475. /**
  55476. * Gets the current class name
  55477. * @returns the class name
  55478. */
  55479. getClassName(): string;
  55480. /**
  55481. * Gets the color input component
  55482. */
  55483. readonly color: NodeMaterialConnectionPoint;
  55484. /**
  55485. * Gets the output component
  55486. */
  55487. readonly output: NodeMaterialConnectionPoint;
  55488. /**
  55489. * Initialize the block and prepare the context for build
  55490. * @param state defines the state that will be used for the build
  55491. */
  55492. initialize(state: NodeMaterialBuildState): void;
  55493. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55494. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55495. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55496. protected _buildBlock(state: NodeMaterialBuildState): this;
  55497. }
  55498. }
  55499. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55500. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55501. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55502. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  55503. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  55504. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  55505. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  55506. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55507. }
  55508. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55509. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55510. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55511. import { Mesh } from "babylonjs/Meshes/mesh";
  55512. import { Effect } from "babylonjs/Materials/effect";
  55513. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55514. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55515. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55516. /**
  55517. * Block used to add support for scene fog
  55518. */
  55519. export class FogBlock extends NodeMaterialBlock {
  55520. private _fogDistanceName;
  55521. private _fogParameters;
  55522. /**
  55523. * Create a new FogBlock
  55524. * @param name defines the block name
  55525. */
  55526. constructor(name: string);
  55527. /**
  55528. * Gets the current class name
  55529. * @returns the class name
  55530. */
  55531. getClassName(): string;
  55532. /**
  55533. * Gets the world position input component
  55534. */
  55535. readonly worldPosition: NodeMaterialConnectionPoint;
  55536. /**
  55537. * Gets the view input component
  55538. */
  55539. readonly view: NodeMaterialConnectionPoint;
  55540. /**
  55541. * Gets the color input component
  55542. */
  55543. readonly color: NodeMaterialConnectionPoint;
  55544. /**
  55545. * Gets the fog color input component
  55546. */
  55547. readonly fogColor: NodeMaterialConnectionPoint;
  55548. /**
  55549. * Gets the output component
  55550. */
  55551. readonly output: NodeMaterialConnectionPoint;
  55552. autoConfigure(): void;
  55553. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55554. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55555. protected _buildBlock(state: NodeMaterialBuildState): this;
  55556. }
  55557. }
  55558. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55559. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55560. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55561. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55562. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55563. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55564. import { Effect } from "babylonjs/Materials/effect";
  55565. import { Mesh } from "babylonjs/Meshes/mesh";
  55566. import { Light } from "babylonjs/Lights/light";
  55567. import { Nullable } from "babylonjs/types";
  55568. import { Scene } from "babylonjs/scene";
  55569. /**
  55570. * Block used to add light in the fragment shader
  55571. */
  55572. export class LightBlock extends NodeMaterialBlock {
  55573. private _lightId;
  55574. /**
  55575. * Gets or sets the light associated with this block
  55576. */
  55577. light: Nullable<Light>;
  55578. /**
  55579. * Create a new LightBlock
  55580. * @param name defines the block name
  55581. */
  55582. constructor(name: string);
  55583. /**
  55584. * Gets the current class name
  55585. * @returns the class name
  55586. */
  55587. getClassName(): string;
  55588. /**
  55589. * Gets the world position input component
  55590. */
  55591. readonly worldPosition: NodeMaterialConnectionPoint;
  55592. /**
  55593. * Gets the world normal input component
  55594. */
  55595. readonly worldNormal: NodeMaterialConnectionPoint;
  55596. /**
  55597. * Gets the camera (or eye) position component
  55598. */
  55599. readonly cameraPosition: NodeMaterialConnectionPoint;
  55600. /**
  55601. * Gets the diffuse output component
  55602. */
  55603. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55604. /**
  55605. * Gets the specular output component
  55606. */
  55607. readonly specularOutput: NodeMaterialConnectionPoint;
  55608. autoConfigure(): void;
  55609. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55610. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55611. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55612. private _injectVertexCode;
  55613. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55614. serialize(): any;
  55615. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55616. }
  55617. }
  55618. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55619. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55620. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55621. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55622. }
  55623. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55624. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55625. }
  55626. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55627. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55628. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55629. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55630. /**
  55631. * Block used to multiply 2 values
  55632. */
  55633. export class MultiplyBlock extends NodeMaterialBlock {
  55634. /**
  55635. * Creates a new MultiplyBlock
  55636. * @param name defines the block name
  55637. */
  55638. constructor(name: string);
  55639. /**
  55640. * Gets the current class name
  55641. * @returns the class name
  55642. */
  55643. getClassName(): string;
  55644. /**
  55645. * Gets the left operand input component
  55646. */
  55647. readonly left: NodeMaterialConnectionPoint;
  55648. /**
  55649. * Gets the right operand input component
  55650. */
  55651. readonly right: NodeMaterialConnectionPoint;
  55652. /**
  55653. * Gets the output component
  55654. */
  55655. readonly output: NodeMaterialConnectionPoint;
  55656. protected _buildBlock(state: NodeMaterialBuildState): this;
  55657. }
  55658. }
  55659. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55660. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55661. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55662. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55663. /**
  55664. * Block used to add 2 vectors
  55665. */
  55666. export class AddBlock extends NodeMaterialBlock {
  55667. /**
  55668. * Creates a new AddBlock
  55669. * @param name defines the block name
  55670. */
  55671. constructor(name: string);
  55672. /**
  55673. * Gets the current class name
  55674. * @returns the class name
  55675. */
  55676. getClassName(): string;
  55677. /**
  55678. * Gets the left operand input component
  55679. */
  55680. readonly left: NodeMaterialConnectionPoint;
  55681. /**
  55682. * Gets the right operand input component
  55683. */
  55684. readonly right: NodeMaterialConnectionPoint;
  55685. /**
  55686. * Gets the output component
  55687. */
  55688. readonly output: NodeMaterialConnectionPoint;
  55689. protected _buildBlock(state: NodeMaterialBuildState): this;
  55690. }
  55691. }
  55692. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55693. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55694. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55695. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55696. /**
  55697. * Block used to clamp a float
  55698. */
  55699. export class ClampBlock extends NodeMaterialBlock {
  55700. /** Gets or sets the minimum range */
  55701. minimum: number;
  55702. /** Gets or sets the maximum range */
  55703. maximum: number;
  55704. /**
  55705. * Creates a new ClampBlock
  55706. * @param name defines the block name
  55707. */
  55708. constructor(name: string);
  55709. /**
  55710. * Gets the current class name
  55711. * @returns the class name
  55712. */
  55713. getClassName(): string;
  55714. /**
  55715. * Gets the value input component
  55716. */
  55717. readonly value: NodeMaterialConnectionPoint;
  55718. /**
  55719. * Gets the output component
  55720. */
  55721. readonly output: NodeMaterialConnectionPoint;
  55722. protected _buildBlock(state: NodeMaterialBuildState): this;
  55723. }
  55724. }
  55725. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55726. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55727. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55728. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55729. /**
  55730. * Block used to apply a cross product between 2 vectors
  55731. */
  55732. export class CrossBlock extends NodeMaterialBlock {
  55733. /**
  55734. * Creates a new CrossBlock
  55735. * @param name defines the block name
  55736. */
  55737. constructor(name: string);
  55738. /**
  55739. * Gets the current class name
  55740. * @returns the class name
  55741. */
  55742. getClassName(): string;
  55743. /**
  55744. * Gets the left operand input component
  55745. */
  55746. readonly left: NodeMaterialConnectionPoint;
  55747. /**
  55748. * Gets the right operand input component
  55749. */
  55750. readonly right: NodeMaterialConnectionPoint;
  55751. /**
  55752. * Gets the output component
  55753. */
  55754. readonly output: NodeMaterialConnectionPoint;
  55755. protected _buildBlock(state: NodeMaterialBuildState): this;
  55756. }
  55757. }
  55758. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55759. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55760. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55761. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55762. /**
  55763. * Block used to apply a dot product between 2 vectors
  55764. */
  55765. export class DotBlock extends NodeMaterialBlock {
  55766. /**
  55767. * Creates a new DotBlock
  55768. * @param name defines the block name
  55769. */
  55770. constructor(name: string);
  55771. /**
  55772. * Gets the current class name
  55773. * @returns the class name
  55774. */
  55775. getClassName(): string;
  55776. /**
  55777. * Gets the left operand input component
  55778. */
  55779. readonly left: NodeMaterialConnectionPoint;
  55780. /**
  55781. * Gets the right operand input component
  55782. */
  55783. readonly right: NodeMaterialConnectionPoint;
  55784. /**
  55785. * Gets the output component
  55786. */
  55787. readonly output: NodeMaterialConnectionPoint;
  55788. protected _buildBlock(state: NodeMaterialBuildState): this;
  55789. }
  55790. }
  55791. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  55792. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55793. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55794. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55795. import { Vector2 } from "babylonjs/Maths/math.vector";
  55796. /**
  55797. * Block used to remap a float from a range to a new one
  55798. */
  55799. export class RemapBlock extends NodeMaterialBlock {
  55800. /**
  55801. * Gets or sets the source range
  55802. */
  55803. sourceRange: Vector2;
  55804. /**
  55805. * Gets or sets the target range
  55806. */
  55807. targetRange: Vector2;
  55808. /**
  55809. * Creates a new RemapBlock
  55810. * @param name defines the block name
  55811. */
  55812. constructor(name: string);
  55813. /**
  55814. * Gets the current class name
  55815. * @returns the class name
  55816. */
  55817. getClassName(): string;
  55818. /**
  55819. * Gets the input component
  55820. */
  55821. readonly input: NodeMaterialConnectionPoint;
  55822. /**
  55823. * Gets the output component
  55824. */
  55825. readonly output: NodeMaterialConnectionPoint;
  55826. protected _buildBlock(state: NodeMaterialBuildState): this;
  55827. }
  55828. }
  55829. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  55830. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55831. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55832. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55833. /**
  55834. * Block used to normalize a vector
  55835. */
  55836. export class NormalizeBlock extends NodeMaterialBlock {
  55837. /**
  55838. * Creates a new NormalizeBlock
  55839. * @param name defines the block name
  55840. */
  55841. constructor(name: string);
  55842. /**
  55843. * Gets the current class name
  55844. * @returns the class name
  55845. */
  55846. getClassName(): string;
  55847. /**
  55848. * Gets the input component
  55849. */
  55850. readonly input: NodeMaterialConnectionPoint;
  55851. /**
  55852. * Gets the output component
  55853. */
  55854. readonly output: NodeMaterialConnectionPoint;
  55855. protected _buildBlock(state: NodeMaterialBuildState): this;
  55856. }
  55857. }
  55858. declare module "babylonjs/Materials/Node/Blocks/index" {
  55859. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55860. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55861. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55862. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55863. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55864. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55865. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55866. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  55867. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  55868. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  55869. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  55870. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  55871. }
  55872. declare module "babylonjs/Materials/Node/Optimizers/index" {
  55873. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55874. }
  55875. declare module "babylonjs/Materials/Node/index" {
  55876. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55877. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55878. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55879. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  55880. export * from "babylonjs/Materials/Node/nodeMaterial";
  55881. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55882. export * from "babylonjs/Materials/Node/Blocks/index";
  55883. export * from "babylonjs/Materials/Node/Optimizers/index";
  55884. }
  55885. declare module "babylonjs/Materials/effectRenderer" {
  55886. import { Nullable } from "babylonjs/types";
  55887. import { Texture } from "babylonjs/Materials/Textures/texture";
  55888. import { Engine } from "babylonjs/Engines/engine";
  55889. import { Viewport } from "babylonjs/Maths/math.viewport";
  55890. import { Observable } from "babylonjs/Misc/observable";
  55891. import { Effect } from "babylonjs/Materials/effect";
  55892. import "babylonjs/Shaders/postprocess.vertex";
  55893. /**
  55894. * Effect Render Options
  55895. */
  55896. export interface IEffectRendererOptions {
  55897. /**
  55898. * Defines the vertices positions.
  55899. */
  55900. positions?: number[];
  55901. /**
  55902. * Defines the indices.
  55903. */
  55904. indices?: number[];
  55905. }
  55906. /**
  55907. * Helper class to render one or more effects
  55908. */
  55909. export class EffectRenderer {
  55910. private engine;
  55911. private static _DefaultOptions;
  55912. private _vertexBuffers;
  55913. private _indexBuffer;
  55914. private _ringBufferIndex;
  55915. private _ringScreenBuffer;
  55916. private _fullscreenViewport;
  55917. private _getNextFrameBuffer;
  55918. /**
  55919. * Creates an effect renderer
  55920. * @param engine the engine to use for rendering
  55921. * @param options defines the options of the effect renderer
  55922. */
  55923. constructor(engine: Engine, options?: IEffectRendererOptions);
  55924. /**
  55925. * Sets the current viewport in normalized coordinates 0-1
  55926. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55927. */
  55928. setViewport(viewport?: Viewport): void;
  55929. /**
  55930. * Sets the current effect wrapper to use during draw.
  55931. * The effect needs to be ready before calling this api.
  55932. * This also sets the default full screen position attribute.
  55933. * @param effectWrapper Defines the effect to draw with
  55934. */
  55935. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55936. /**
  55937. * Draws a full screen quad.
  55938. */
  55939. draw(): void;
  55940. /**
  55941. * renders one or more effects to a specified texture
  55942. * @param effectWrappers list of effects to renderer
  55943. * @param outputTexture texture to draw to, if null it will render to the screen
  55944. */
  55945. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55946. /**
  55947. * Disposes of the effect renderer
  55948. */
  55949. dispose(): void;
  55950. }
  55951. /**
  55952. * Options to create an EffectWrapper
  55953. */
  55954. interface EffectWrapperCreationOptions {
  55955. /**
  55956. * Engine to use to create the effect
  55957. */
  55958. engine: Engine;
  55959. /**
  55960. * Fragment shader for the effect
  55961. */
  55962. fragmentShader: string;
  55963. /**
  55964. * Vertex shader for the effect
  55965. */
  55966. vertexShader?: string;
  55967. /**
  55968. * Attributes to use in the shader
  55969. */
  55970. attributeNames?: Array<string>;
  55971. /**
  55972. * Uniforms to use in the shader
  55973. */
  55974. uniformNames?: Array<string>;
  55975. /**
  55976. * Texture sampler names to use in the shader
  55977. */
  55978. samplerNames?: Array<string>;
  55979. /**
  55980. * The friendly name of the effect displayed in Spector.
  55981. */
  55982. name?: string;
  55983. }
  55984. /**
  55985. * Wraps an effect to be used for rendering
  55986. */
  55987. export class EffectWrapper {
  55988. /**
  55989. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55990. */
  55991. onApplyObservable: Observable<{}>;
  55992. /**
  55993. * The underlying effect
  55994. */
  55995. effect: Effect;
  55996. /**
  55997. * Creates an effect to be renderer
  55998. * @param creationOptions options to create the effect
  55999. */
  56000. constructor(creationOptions: EffectWrapperCreationOptions);
  56001. /**
  56002. * Disposes of the effect wrapper
  56003. */
  56004. dispose(): void;
  56005. }
  56006. }
  56007. declare module "babylonjs/Materials/index" {
  56008. export * from "babylonjs/Materials/Background/index";
  56009. export * from "babylonjs/Materials/colorCurves";
  56010. export * from "babylonjs/Materials/effect";
  56011. export * from "babylonjs/Materials/fresnelParameters";
  56012. export * from "babylonjs/Materials/imageProcessingConfiguration";
  56013. export * from "babylonjs/Materials/material";
  56014. export * from "babylonjs/Materials/materialDefines";
  56015. export * from "babylonjs/Materials/materialHelper";
  56016. export * from "babylonjs/Materials/multiMaterial";
  56017. export * from "babylonjs/Materials/PBR/index";
  56018. export * from "babylonjs/Materials/pushMaterial";
  56019. export * from "babylonjs/Materials/shaderMaterial";
  56020. export * from "babylonjs/Materials/standardMaterial";
  56021. export * from "babylonjs/Materials/Textures/index";
  56022. export * from "babylonjs/Materials/uniformBuffer";
  56023. export * from "babylonjs/Materials/materialFlags";
  56024. export * from "babylonjs/Materials/Node/index";
  56025. export * from "babylonjs/Materials/effectRenderer";
  56026. }
  56027. declare module "babylonjs/Maths/index" {
  56028. export * from "babylonjs/Maths/math.scalar";
  56029. export * from "babylonjs/Maths/math";
  56030. export * from "babylonjs/Maths/sphericalPolynomial";
  56031. }
  56032. declare module "babylonjs/Misc/workerPool" {
  56033. import { IDisposable } from "babylonjs/scene";
  56034. /**
  56035. * Helper class to push actions to a pool of workers.
  56036. */
  56037. export class WorkerPool implements IDisposable {
  56038. private _workerInfos;
  56039. private _pendingActions;
  56040. /**
  56041. * Constructor
  56042. * @param workers Array of workers to use for actions
  56043. */
  56044. constructor(workers: Array<Worker>);
  56045. /**
  56046. * Terminates all workers and clears any pending actions.
  56047. */
  56048. dispose(): void;
  56049. /**
  56050. * Pushes an action to the worker pool. If all the workers are active, the action will be
  56051. * pended until a worker has completed its action.
  56052. * @param action The action to perform. Call onComplete when the action is complete.
  56053. */
  56054. push(action: (worker: Worker, onComplete: () => void) => void): void;
  56055. private _execute;
  56056. }
  56057. }
  56058. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  56059. import { IDisposable } from "babylonjs/scene";
  56060. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56061. /**
  56062. * Configuration for Draco compression
  56063. */
  56064. export interface IDracoCompressionConfiguration {
  56065. /**
  56066. * Configuration for the decoder.
  56067. */
  56068. decoder: {
  56069. /**
  56070. * The url to the WebAssembly module.
  56071. */
  56072. wasmUrl?: string;
  56073. /**
  56074. * The url to the WebAssembly binary.
  56075. */
  56076. wasmBinaryUrl?: string;
  56077. /**
  56078. * The url to the fallback JavaScript module.
  56079. */
  56080. fallbackUrl?: string;
  56081. };
  56082. }
  56083. /**
  56084. * Draco compression (https://google.github.io/draco/)
  56085. *
  56086. * This class wraps the Draco module.
  56087. *
  56088. * **Encoder**
  56089. *
  56090. * The encoder is not currently implemented.
  56091. *
  56092. * **Decoder**
  56093. *
  56094. * 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.
  56095. *
  56096. * To update the configuration, use the following code:
  56097. * ```javascript
  56098. * DracoCompression.Configuration = {
  56099. * decoder: {
  56100. * wasmUrl: "<url to the WebAssembly library>",
  56101. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  56102. * fallbackUrl: "<url to the fallback JavaScript library>",
  56103. * }
  56104. * };
  56105. * ```
  56106. *
  56107. * 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.
  56108. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  56109. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  56110. *
  56111. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  56112. * ```javascript
  56113. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  56114. * ```
  56115. *
  56116. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  56117. */
  56118. export class DracoCompression implements IDisposable {
  56119. private _workerPoolPromise?;
  56120. private _decoderModulePromise?;
  56121. /**
  56122. * The configuration. Defaults to the following urls:
  56123. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  56124. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  56125. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  56126. */
  56127. static Configuration: IDracoCompressionConfiguration;
  56128. /**
  56129. * Returns true if the decoder configuration is available.
  56130. */
  56131. static readonly DecoderAvailable: boolean;
  56132. /**
  56133. * Default number of workers to create when creating the draco compression object.
  56134. */
  56135. static DefaultNumWorkers: number;
  56136. private static GetDefaultNumWorkers;
  56137. private static _Default;
  56138. /**
  56139. * Default instance for the draco compression object.
  56140. */
  56141. static readonly Default: DracoCompression;
  56142. /**
  56143. * Constructor
  56144. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  56145. */
  56146. constructor(numWorkers?: number);
  56147. /**
  56148. * Stop all async operations and release resources.
  56149. */
  56150. dispose(): void;
  56151. /**
  56152. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  56153. * @returns a promise that resolves when ready
  56154. */
  56155. whenReadyAsync(): Promise<void>;
  56156. /**
  56157. * Decode Draco compressed mesh data to vertex data.
  56158. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  56159. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  56160. * @returns A promise that resolves with the decoded vertex data
  56161. */
  56162. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  56163. [kind: string]: number;
  56164. }): Promise<VertexData>;
  56165. }
  56166. }
  56167. declare module "babylonjs/Meshes/Compression/index" {
  56168. export * from "babylonjs/Meshes/Compression/dracoCompression";
  56169. }
  56170. declare module "babylonjs/Meshes/csg" {
  56171. import { Nullable } from "babylonjs/types";
  56172. import { Scene } from "babylonjs/scene";
  56173. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56174. import { Mesh } from "babylonjs/Meshes/mesh";
  56175. import { Material } from "babylonjs/Materials/material";
  56176. /**
  56177. * Class for building Constructive Solid Geometry
  56178. */
  56179. export class CSG {
  56180. private polygons;
  56181. /**
  56182. * The world matrix
  56183. */
  56184. matrix: Matrix;
  56185. /**
  56186. * Stores the position
  56187. */
  56188. position: Vector3;
  56189. /**
  56190. * Stores the rotation
  56191. */
  56192. rotation: Vector3;
  56193. /**
  56194. * Stores the rotation quaternion
  56195. */
  56196. rotationQuaternion: Nullable<Quaternion>;
  56197. /**
  56198. * Stores the scaling vector
  56199. */
  56200. scaling: Vector3;
  56201. /**
  56202. * Convert the Mesh to CSG
  56203. * @param mesh The Mesh to convert to CSG
  56204. * @returns A new CSG from the Mesh
  56205. */
  56206. static FromMesh(mesh: Mesh): CSG;
  56207. /**
  56208. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  56209. * @param polygons Polygons used to construct a CSG solid
  56210. */
  56211. private static FromPolygons;
  56212. /**
  56213. * Clones, or makes a deep copy, of the CSG
  56214. * @returns A new CSG
  56215. */
  56216. clone(): CSG;
  56217. /**
  56218. * Unions this CSG with another CSG
  56219. * @param csg The CSG to union against this CSG
  56220. * @returns The unioned CSG
  56221. */
  56222. union(csg: CSG): CSG;
  56223. /**
  56224. * Unions this CSG with another CSG in place
  56225. * @param csg The CSG to union against this CSG
  56226. */
  56227. unionInPlace(csg: CSG): void;
  56228. /**
  56229. * Subtracts this CSG with another CSG
  56230. * @param csg The CSG to subtract against this CSG
  56231. * @returns A new CSG
  56232. */
  56233. subtract(csg: CSG): CSG;
  56234. /**
  56235. * Subtracts this CSG with another CSG in place
  56236. * @param csg The CSG to subtact against this CSG
  56237. */
  56238. subtractInPlace(csg: CSG): void;
  56239. /**
  56240. * Intersect this CSG with another CSG
  56241. * @param csg The CSG to intersect against this CSG
  56242. * @returns A new CSG
  56243. */
  56244. intersect(csg: CSG): CSG;
  56245. /**
  56246. * Intersects this CSG with another CSG in place
  56247. * @param csg The CSG to intersect against this CSG
  56248. */
  56249. intersectInPlace(csg: CSG): void;
  56250. /**
  56251. * Return a new CSG solid with solid and empty space switched. This solid is
  56252. * not modified.
  56253. * @returns A new CSG solid with solid and empty space switched
  56254. */
  56255. inverse(): CSG;
  56256. /**
  56257. * Inverses the CSG in place
  56258. */
  56259. inverseInPlace(): void;
  56260. /**
  56261. * This is used to keep meshes transformations so they can be restored
  56262. * when we build back a Babylon Mesh
  56263. * NB : All CSG operations are performed in world coordinates
  56264. * @param csg The CSG to copy the transform attributes from
  56265. * @returns This CSG
  56266. */
  56267. copyTransformAttributes(csg: CSG): CSG;
  56268. /**
  56269. * Build Raw mesh from CSG
  56270. * Coordinates here are in world space
  56271. * @param name The name of the mesh geometry
  56272. * @param scene The Scene
  56273. * @param keepSubMeshes Specifies if the submeshes should be kept
  56274. * @returns A new Mesh
  56275. */
  56276. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  56277. /**
  56278. * Build Mesh from CSG taking material and transforms into account
  56279. * @param name The name of the Mesh
  56280. * @param material The material of the Mesh
  56281. * @param scene The Scene
  56282. * @param keepSubMeshes Specifies if submeshes should be kept
  56283. * @returns The new Mesh
  56284. */
  56285. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  56286. }
  56287. }
  56288. declare module "babylonjs/Meshes/trailMesh" {
  56289. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56290. import { Mesh } from "babylonjs/Meshes/mesh";
  56291. import { Scene } from "babylonjs/scene";
  56292. /**
  56293. * Class used to create a trail following a mesh
  56294. */
  56295. export class TrailMesh extends Mesh {
  56296. private _generator;
  56297. private _autoStart;
  56298. private _running;
  56299. private _diameter;
  56300. private _length;
  56301. private _sectionPolygonPointsCount;
  56302. private _sectionVectors;
  56303. private _sectionNormalVectors;
  56304. private _beforeRenderObserver;
  56305. /**
  56306. * @constructor
  56307. * @param name The value used by scene.getMeshByName() to do a lookup.
  56308. * @param generator The mesh to generate a trail.
  56309. * @param scene The scene to add this mesh to.
  56310. * @param diameter Diameter of trailing mesh. Default is 1.
  56311. * @param length Length of trailing mesh. Default is 60.
  56312. * @param autoStart Automatically start trailing mesh. Default true.
  56313. */
  56314. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56315. /**
  56316. * "TrailMesh"
  56317. * @returns "TrailMesh"
  56318. */
  56319. getClassName(): string;
  56320. private _createMesh;
  56321. /**
  56322. * Start trailing mesh.
  56323. */
  56324. start(): void;
  56325. /**
  56326. * Stop trailing mesh.
  56327. */
  56328. stop(): void;
  56329. /**
  56330. * Update trailing mesh geometry.
  56331. */
  56332. update(): void;
  56333. /**
  56334. * Returns a new TrailMesh object.
  56335. * @param name is a string, the name given to the new mesh
  56336. * @param newGenerator use new generator object for cloned trail mesh
  56337. * @returns a new mesh
  56338. */
  56339. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56340. /**
  56341. * Serializes this trail mesh
  56342. * @param serializationObject object to write serialization to
  56343. */
  56344. serialize(serializationObject: any): void;
  56345. /**
  56346. * Parses a serialized trail mesh
  56347. * @param parsedMesh the serialized mesh
  56348. * @param scene the scene to create the trail mesh in
  56349. * @returns the created trail mesh
  56350. */
  56351. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56352. }
  56353. }
  56354. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56355. import { Nullable } from "babylonjs/types";
  56356. import { Scene } from "babylonjs/scene";
  56357. import { Vector4 } from "babylonjs/Maths/math.vector";
  56358. import { Color4 } from "babylonjs/Maths/math.color";
  56359. import { Mesh } from "babylonjs/Meshes/mesh";
  56360. /**
  56361. * Class containing static functions to help procedurally build meshes
  56362. */
  56363. export class TiledBoxBuilder {
  56364. /**
  56365. * Creates a box mesh
  56366. * 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)
  56367. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56368. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56369. * * If you create a double-sided mesh, you can choose what parts of 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
  56370. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56371. * @param name defines the name of the mesh
  56372. * @param options defines the options used to create the mesh
  56373. * @param scene defines the hosting scene
  56374. * @returns the box mesh
  56375. */
  56376. static CreateTiledBox(name: string, options: {
  56377. pattern?: number;
  56378. width?: number;
  56379. height?: number;
  56380. depth?: number;
  56381. tileSize?: number;
  56382. tileWidth?: number;
  56383. tileHeight?: number;
  56384. alignHorizontal?: number;
  56385. alignVertical?: number;
  56386. faceUV?: Vector4[];
  56387. faceColors?: Color4[];
  56388. sideOrientation?: number;
  56389. updatable?: boolean;
  56390. }, scene?: Nullable<Scene>): Mesh;
  56391. }
  56392. }
  56393. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56394. import { Vector4 } from "babylonjs/Maths/math.vector";
  56395. import { Mesh } from "babylonjs/Meshes/mesh";
  56396. /**
  56397. * Class containing static functions to help procedurally build meshes
  56398. */
  56399. export class TorusKnotBuilder {
  56400. /**
  56401. * Creates a torus knot mesh
  56402. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56403. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56404. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56405. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56406. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56407. * * If you create a double-sided mesh, you can choose what parts of 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
  56408. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56409. * @param name defines the name of the mesh
  56410. * @param options defines the options used to create the mesh
  56411. * @param scene defines the hosting scene
  56412. * @returns the torus knot mesh
  56413. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56414. */
  56415. static CreateTorusKnot(name: string, options: {
  56416. radius?: number;
  56417. tube?: number;
  56418. radialSegments?: number;
  56419. tubularSegments?: number;
  56420. p?: number;
  56421. q?: number;
  56422. updatable?: boolean;
  56423. sideOrientation?: number;
  56424. frontUVs?: Vector4;
  56425. backUVs?: Vector4;
  56426. }, scene: any): Mesh;
  56427. }
  56428. }
  56429. declare module "babylonjs/Meshes/polygonMesh" {
  56430. import { Scene } from "babylonjs/scene";
  56431. import { Vector2 } from "babylonjs/Maths/math.vector";
  56432. import { Mesh } from "babylonjs/Meshes/mesh";
  56433. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56434. import { Path2 } from "babylonjs/Maths/math.path";
  56435. /**
  56436. * Polygon
  56437. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56438. */
  56439. export class Polygon {
  56440. /**
  56441. * Creates a rectangle
  56442. * @param xmin bottom X coord
  56443. * @param ymin bottom Y coord
  56444. * @param xmax top X coord
  56445. * @param ymax top Y coord
  56446. * @returns points that make the resulting rectation
  56447. */
  56448. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56449. /**
  56450. * Creates a circle
  56451. * @param radius radius of circle
  56452. * @param cx scale in x
  56453. * @param cy scale in y
  56454. * @param numberOfSides number of sides that make up the circle
  56455. * @returns points that make the resulting circle
  56456. */
  56457. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56458. /**
  56459. * Creates a polygon from input string
  56460. * @param input Input polygon data
  56461. * @returns the parsed points
  56462. */
  56463. static Parse(input: string): Vector2[];
  56464. /**
  56465. * Starts building a polygon from x and y coordinates
  56466. * @param x x coordinate
  56467. * @param y y coordinate
  56468. * @returns the started path2
  56469. */
  56470. static StartingAt(x: number, y: number): Path2;
  56471. }
  56472. /**
  56473. * Builds a polygon
  56474. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56475. */
  56476. export class PolygonMeshBuilder {
  56477. private _points;
  56478. private _outlinepoints;
  56479. private _holes;
  56480. private _name;
  56481. private _scene;
  56482. private _epoints;
  56483. private _eholes;
  56484. private _addToepoint;
  56485. /**
  56486. * Babylon reference to the earcut plugin.
  56487. */
  56488. bjsEarcut: any;
  56489. /**
  56490. * Creates a PolygonMeshBuilder
  56491. * @param name name of the builder
  56492. * @param contours Path of the polygon
  56493. * @param scene scene to add to when creating the mesh
  56494. * @param earcutInjection can be used to inject your own earcut reference
  56495. */
  56496. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56497. /**
  56498. * Adds a whole within the polygon
  56499. * @param hole Array of points defining the hole
  56500. * @returns this
  56501. */
  56502. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56503. /**
  56504. * Creates the polygon
  56505. * @param updatable If the mesh should be updatable
  56506. * @param depth The depth of the mesh created
  56507. * @returns the created mesh
  56508. */
  56509. build(updatable?: boolean, depth?: number): Mesh;
  56510. /**
  56511. * Creates the polygon
  56512. * @param depth The depth of the mesh created
  56513. * @returns the created VertexData
  56514. */
  56515. buildVertexData(depth?: number): VertexData;
  56516. /**
  56517. * Adds a side to the polygon
  56518. * @param positions points that make the polygon
  56519. * @param normals normals of the polygon
  56520. * @param uvs uvs of the polygon
  56521. * @param indices indices of the polygon
  56522. * @param bounds bounds of the polygon
  56523. * @param points points of the polygon
  56524. * @param depth depth of the polygon
  56525. * @param flip flip of the polygon
  56526. */
  56527. private addSide;
  56528. }
  56529. }
  56530. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56531. import { Scene } from "babylonjs/scene";
  56532. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56533. import { Color4 } from "babylonjs/Maths/math.color";
  56534. import { Mesh } from "babylonjs/Meshes/mesh";
  56535. import { Nullable } from "babylonjs/types";
  56536. /**
  56537. * Class containing static functions to help procedurally build meshes
  56538. */
  56539. export class PolygonBuilder {
  56540. /**
  56541. * Creates a polygon mesh
  56542. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56543. * * 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
  56544. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56545. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56546. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56547. * * Remember you can only change the shape positions, not their number when updating a polygon
  56548. * @param name defines the name of the mesh
  56549. * @param options defines the options used to create the mesh
  56550. * @param scene defines the hosting scene
  56551. * @param earcutInjection can be used to inject your own earcut reference
  56552. * @returns the polygon mesh
  56553. */
  56554. static CreatePolygon(name: string, options: {
  56555. shape: Vector3[];
  56556. holes?: Vector3[][];
  56557. depth?: number;
  56558. faceUV?: Vector4[];
  56559. faceColors?: Color4[];
  56560. updatable?: boolean;
  56561. sideOrientation?: number;
  56562. frontUVs?: Vector4;
  56563. backUVs?: Vector4;
  56564. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56565. /**
  56566. * Creates an extruded polygon mesh, with depth in the Y direction.
  56567. * * 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)
  56568. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56569. * @param name defines the name of the mesh
  56570. * @param options defines the options used to create the mesh
  56571. * @param scene defines the hosting scene
  56572. * @param earcutInjection can be used to inject your own earcut reference
  56573. * @returns the polygon mesh
  56574. */
  56575. static ExtrudePolygon(name: string, options: {
  56576. shape: Vector3[];
  56577. holes?: Vector3[][];
  56578. depth?: number;
  56579. faceUV?: Vector4[];
  56580. faceColors?: Color4[];
  56581. updatable?: boolean;
  56582. sideOrientation?: number;
  56583. frontUVs?: Vector4;
  56584. backUVs?: Vector4;
  56585. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56586. }
  56587. }
  56588. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56589. import { Scene } from "babylonjs/scene";
  56590. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56591. import { Mesh } from "babylonjs/Meshes/mesh";
  56592. import { Nullable } from "babylonjs/types";
  56593. /**
  56594. * Class containing static functions to help procedurally build meshes
  56595. */
  56596. export class LatheBuilder {
  56597. /**
  56598. * Creates lathe mesh.
  56599. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56600. * * 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
  56601. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56602. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56603. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56604. * * 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
  56605. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56606. * * 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
  56607. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56608. * * If you create a double-sided mesh, you can choose what parts of 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
  56609. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56610. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56611. * @param name defines the name of the mesh
  56612. * @param options defines the options used to create the mesh
  56613. * @param scene defines the hosting scene
  56614. * @returns the lathe mesh
  56615. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56616. */
  56617. static CreateLathe(name: string, options: {
  56618. shape: Vector3[];
  56619. radius?: number;
  56620. tessellation?: number;
  56621. clip?: number;
  56622. arc?: number;
  56623. closed?: boolean;
  56624. updatable?: boolean;
  56625. sideOrientation?: number;
  56626. frontUVs?: Vector4;
  56627. backUVs?: Vector4;
  56628. cap?: number;
  56629. invertUV?: boolean;
  56630. }, scene?: Nullable<Scene>): Mesh;
  56631. }
  56632. }
  56633. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56634. import { Nullable } from "babylonjs/types";
  56635. import { Scene } from "babylonjs/scene";
  56636. import { Vector4 } from "babylonjs/Maths/math.vector";
  56637. import { Mesh } from "babylonjs/Meshes/mesh";
  56638. /**
  56639. * Class containing static functions to help procedurally build meshes
  56640. */
  56641. export class TiledPlaneBuilder {
  56642. /**
  56643. * Creates a tiled plane mesh
  56644. * * The parameter `pattern` will, depending on value, do nothing or
  56645. * * * flip (reflect about central vertical) alternate tiles across and up
  56646. * * * flip every tile on alternate rows
  56647. * * * rotate (180 degs) alternate tiles across and up
  56648. * * * rotate every tile on alternate rows
  56649. * * * flip and rotate alternate tiles across and up
  56650. * * * flip and rotate every tile on alternate rows
  56651. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56652. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56653. * * If you create a double-sided mesh, you can choose what parts of 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
  56654. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56655. * * 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)
  56656. * * 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)
  56657. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56658. * @param name defines the name of the mesh
  56659. * @param options defines the options used to create the mesh
  56660. * @param scene defines the hosting scene
  56661. * @returns the box mesh
  56662. */
  56663. static CreateTiledPlane(name: string, options: {
  56664. pattern?: number;
  56665. tileSize?: number;
  56666. tileWidth?: number;
  56667. tileHeight?: number;
  56668. size?: number;
  56669. width?: number;
  56670. height?: number;
  56671. alignHorizontal?: number;
  56672. alignVertical?: number;
  56673. sideOrientation?: number;
  56674. frontUVs?: Vector4;
  56675. backUVs?: Vector4;
  56676. updatable?: boolean;
  56677. }, scene?: Nullable<Scene>): Mesh;
  56678. }
  56679. }
  56680. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56681. import { Nullable } from "babylonjs/types";
  56682. import { Scene } from "babylonjs/scene";
  56683. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56684. import { Mesh } from "babylonjs/Meshes/mesh";
  56685. /**
  56686. * Class containing static functions to help procedurally build meshes
  56687. */
  56688. export class TubeBuilder {
  56689. /**
  56690. * Creates a tube mesh.
  56691. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56692. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56693. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56694. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56695. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56696. * * 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)
  56697. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56698. * * 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
  56699. * * 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
  56700. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56701. * * If you create a double-sided mesh, you can choose what parts of 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
  56702. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56703. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56704. * @param name defines the name of the mesh
  56705. * @param options defines the options used to create the mesh
  56706. * @param scene defines the hosting scene
  56707. * @returns the tube mesh
  56708. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56709. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56710. */
  56711. static CreateTube(name: string, options: {
  56712. path: Vector3[];
  56713. radius?: number;
  56714. tessellation?: number;
  56715. radiusFunction?: {
  56716. (i: number, distance: number): number;
  56717. };
  56718. cap?: number;
  56719. arc?: number;
  56720. updatable?: boolean;
  56721. sideOrientation?: number;
  56722. frontUVs?: Vector4;
  56723. backUVs?: Vector4;
  56724. instance?: Mesh;
  56725. invertUV?: boolean;
  56726. }, scene?: Nullable<Scene>): Mesh;
  56727. }
  56728. }
  56729. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56730. import { Scene } from "babylonjs/scene";
  56731. import { Vector4 } from "babylonjs/Maths/math.vector";
  56732. import { Mesh } from "babylonjs/Meshes/mesh";
  56733. import { Nullable } from "babylonjs/types";
  56734. /**
  56735. * Class containing static functions to help procedurally build meshes
  56736. */
  56737. export class IcoSphereBuilder {
  56738. /**
  56739. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56740. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56741. * * 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`)
  56742. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56743. * * 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
  56744. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56745. * * If you create a double-sided mesh, you can choose what parts of 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
  56746. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56747. * @param name defines the name of the mesh
  56748. * @param options defines the options used to create the mesh
  56749. * @param scene defines the hosting scene
  56750. * @returns the icosahedron mesh
  56751. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56752. */
  56753. static CreateIcoSphere(name: string, options: {
  56754. radius?: number;
  56755. radiusX?: number;
  56756. radiusY?: number;
  56757. radiusZ?: number;
  56758. flat?: boolean;
  56759. subdivisions?: number;
  56760. sideOrientation?: number;
  56761. frontUVs?: Vector4;
  56762. backUVs?: Vector4;
  56763. updatable?: boolean;
  56764. }, scene?: Nullable<Scene>): Mesh;
  56765. }
  56766. }
  56767. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56768. import { Vector3 } from "babylonjs/Maths/math.vector";
  56769. import { Mesh } from "babylonjs/Meshes/mesh";
  56770. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56771. /**
  56772. * Class containing static functions to help procedurally build meshes
  56773. */
  56774. export class DecalBuilder {
  56775. /**
  56776. * Creates a decal mesh.
  56777. * 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
  56778. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56779. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56780. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56781. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56782. * @param name defines the name of the mesh
  56783. * @param sourceMesh defines the mesh where the decal must be applied
  56784. * @param options defines the options used to create the mesh
  56785. * @param scene defines the hosting scene
  56786. * @returns the decal mesh
  56787. * @see https://doc.babylonjs.com/how_to/decals
  56788. */
  56789. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56790. position?: Vector3;
  56791. normal?: Vector3;
  56792. size?: Vector3;
  56793. angle?: number;
  56794. }): Mesh;
  56795. }
  56796. }
  56797. declare module "babylonjs/Meshes/meshBuilder" {
  56798. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56799. import { Nullable } from "babylonjs/types";
  56800. import { Scene } from "babylonjs/scene";
  56801. import { Mesh } from "babylonjs/Meshes/mesh";
  56802. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56803. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56804. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56805. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56806. import { Plane } from "babylonjs/Maths/math.plane";
  56807. /**
  56808. * Class containing static functions to help procedurally build meshes
  56809. */
  56810. export class MeshBuilder {
  56811. /**
  56812. * Creates a box mesh
  56813. * * The parameter `size` sets the size (float) of each box side (default 1)
  56814. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56815. * * 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)
  56816. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56817. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56818. * * If you create a double-sided mesh, you can choose what parts of 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
  56819. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56820. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56821. * @param name defines the name of the mesh
  56822. * @param options defines the options used to create the mesh
  56823. * @param scene defines the hosting scene
  56824. * @returns the box mesh
  56825. */
  56826. static CreateBox(name: string, options: {
  56827. size?: number;
  56828. width?: number;
  56829. height?: number;
  56830. depth?: number;
  56831. faceUV?: Vector4[];
  56832. faceColors?: Color4[];
  56833. sideOrientation?: number;
  56834. frontUVs?: Vector4;
  56835. backUVs?: Vector4;
  56836. updatable?: boolean;
  56837. }, scene?: Nullable<Scene>): Mesh;
  56838. /**
  56839. * Creates a tiled box mesh
  56840. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56841. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56842. * @param name defines the name of the mesh
  56843. * @param options defines the options used to create the mesh
  56844. * @param scene defines the hosting scene
  56845. * @returns the tiled box mesh
  56846. */
  56847. static CreateTiledBox(name: string, options: {
  56848. pattern?: number;
  56849. size?: number;
  56850. width?: number;
  56851. height?: number;
  56852. depth: number;
  56853. tileSize?: number;
  56854. tileWidth?: number;
  56855. tileHeight?: number;
  56856. faceUV?: Vector4[];
  56857. faceColors?: Color4[];
  56858. alignHorizontal?: number;
  56859. alignVertical?: number;
  56860. sideOrientation?: number;
  56861. updatable?: boolean;
  56862. }, scene?: Nullable<Scene>): Mesh;
  56863. /**
  56864. * Creates a sphere mesh
  56865. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56866. * * 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`)
  56867. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56868. * * 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
  56869. * * 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)
  56870. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56871. * * If you create a double-sided mesh, you can choose what parts of 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
  56872. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56873. * @param name defines the name of the mesh
  56874. * @param options defines the options used to create the mesh
  56875. * @param scene defines the hosting scene
  56876. * @returns the sphere mesh
  56877. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56878. */
  56879. static CreateSphere(name: string, options: {
  56880. segments?: number;
  56881. diameter?: number;
  56882. diameterX?: number;
  56883. diameterY?: number;
  56884. diameterZ?: number;
  56885. arc?: number;
  56886. slice?: number;
  56887. sideOrientation?: number;
  56888. frontUVs?: Vector4;
  56889. backUVs?: Vector4;
  56890. updatable?: boolean;
  56891. }, scene?: Nullable<Scene>): Mesh;
  56892. /**
  56893. * Creates a plane polygonal mesh. By default, this is a disc
  56894. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56895. * * 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
  56896. * * 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
  56897. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56898. * * If you create a double-sided mesh, you can choose what parts of 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
  56899. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56900. * @param name defines the name of the mesh
  56901. * @param options defines the options used to create the mesh
  56902. * @param scene defines the hosting scene
  56903. * @returns the plane polygonal mesh
  56904. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56905. */
  56906. static CreateDisc(name: string, options: {
  56907. radius?: number;
  56908. tessellation?: number;
  56909. arc?: number;
  56910. updatable?: boolean;
  56911. sideOrientation?: number;
  56912. frontUVs?: Vector4;
  56913. backUVs?: Vector4;
  56914. }, scene?: Nullable<Scene>): Mesh;
  56915. /**
  56916. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56917. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56918. * * 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`)
  56919. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56920. * * 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
  56921. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56922. * * If you create a double-sided mesh, you can choose what parts of 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
  56923. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56924. * @param name defines the name of the mesh
  56925. * @param options defines the options used to create the mesh
  56926. * @param scene defines the hosting scene
  56927. * @returns the icosahedron mesh
  56928. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56929. */
  56930. static CreateIcoSphere(name: string, options: {
  56931. radius?: number;
  56932. radiusX?: number;
  56933. radiusY?: number;
  56934. radiusZ?: number;
  56935. flat?: boolean;
  56936. subdivisions?: number;
  56937. sideOrientation?: number;
  56938. frontUVs?: Vector4;
  56939. backUVs?: Vector4;
  56940. updatable?: boolean;
  56941. }, scene?: Nullable<Scene>): Mesh;
  56942. /**
  56943. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56944. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56945. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56946. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56947. * * 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
  56948. * * 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
  56949. * * 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
  56950. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56951. * * If you create a double-sided mesh, you can choose what parts of 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
  56952. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56953. * * 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
  56954. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56955. * * 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
  56956. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56957. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56958. * @param name defines the name of the mesh
  56959. * @param options defines the options used to create the mesh
  56960. * @param scene defines the hosting scene
  56961. * @returns the ribbon mesh
  56962. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56963. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56964. */
  56965. static CreateRibbon(name: string, options: {
  56966. pathArray: Vector3[][];
  56967. closeArray?: boolean;
  56968. closePath?: boolean;
  56969. offset?: number;
  56970. updatable?: boolean;
  56971. sideOrientation?: number;
  56972. frontUVs?: Vector4;
  56973. backUVs?: Vector4;
  56974. instance?: Mesh;
  56975. invertUV?: boolean;
  56976. uvs?: Vector2[];
  56977. colors?: Color4[];
  56978. }, scene?: Nullable<Scene>): Mesh;
  56979. /**
  56980. * Creates a cylinder or a cone mesh
  56981. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56982. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56983. * * 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.
  56984. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56985. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56986. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56987. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56988. * * 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).
  56989. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56990. * * 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).
  56991. * * 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
  56992. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56993. * * 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
  56994. * * 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.
  56995. * * If `enclose` is false, a ring surface is one element.
  56996. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56997. * * 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
  56998. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56999. * * If you create a double-sided mesh, you can choose what parts of 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
  57000. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57001. * @param name defines the name of the mesh
  57002. * @param options defines the options used to create the mesh
  57003. * @param scene defines the hosting scene
  57004. * @returns the cylinder mesh
  57005. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  57006. */
  57007. static CreateCylinder(name: string, options: {
  57008. height?: number;
  57009. diameterTop?: number;
  57010. diameterBottom?: number;
  57011. diameter?: number;
  57012. tessellation?: number;
  57013. subdivisions?: number;
  57014. arc?: number;
  57015. faceColors?: Color4[];
  57016. faceUV?: Vector4[];
  57017. updatable?: boolean;
  57018. hasRings?: boolean;
  57019. enclose?: boolean;
  57020. cap?: number;
  57021. sideOrientation?: number;
  57022. frontUVs?: Vector4;
  57023. backUVs?: Vector4;
  57024. }, scene?: Nullable<Scene>): Mesh;
  57025. /**
  57026. * Creates a torus mesh
  57027. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  57028. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  57029. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  57030. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57031. * * If you create a double-sided mesh, you can choose what parts of 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
  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 torus mesh
  57037. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  57038. */
  57039. static CreateTorus(name: string, options: {
  57040. diameter?: number;
  57041. thickness?: number;
  57042. tessellation?: number;
  57043. updatable?: boolean;
  57044. sideOrientation?: number;
  57045. frontUVs?: Vector4;
  57046. backUVs?: Vector4;
  57047. }, scene?: Nullable<Scene>): Mesh;
  57048. /**
  57049. * Creates a torus knot mesh
  57050. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57051. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57052. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57053. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57054. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57055. * * If you create a double-sided mesh, you can choose what parts of 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
  57056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57057. * @param name defines the name of the mesh
  57058. * @param options defines the options used to create the mesh
  57059. * @param scene defines the hosting scene
  57060. * @returns the torus knot mesh
  57061. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57062. */
  57063. static CreateTorusKnot(name: string, options: {
  57064. radius?: number;
  57065. tube?: number;
  57066. radialSegments?: number;
  57067. tubularSegments?: number;
  57068. p?: number;
  57069. q?: number;
  57070. updatable?: boolean;
  57071. sideOrientation?: number;
  57072. frontUVs?: Vector4;
  57073. backUVs?: Vector4;
  57074. }, scene?: Nullable<Scene>): Mesh;
  57075. /**
  57076. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  57077. * * 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
  57078. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  57079. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  57080. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  57081. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  57082. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  57083. * * 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
  57084. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  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. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  57087. * @param name defines the name of the new line system
  57088. * @param options defines the options used to create the line system
  57089. * @param scene defines the hosting scene
  57090. * @returns a new line system mesh
  57091. */
  57092. static CreateLineSystem(name: string, options: {
  57093. lines: Vector3[][];
  57094. updatable?: boolean;
  57095. instance?: Nullable<LinesMesh>;
  57096. colors?: Nullable<Color4[][]>;
  57097. useVertexAlpha?: boolean;
  57098. }, scene: Nullable<Scene>): LinesMesh;
  57099. /**
  57100. * Creates a line mesh
  57101. * 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
  57102. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57103. * * The parameter `points` is an array successive Vector3
  57104. * * 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
  57105. * * The optional parameter `colors` is an array of successive Color4, one per line point
  57106. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  57107. * * When updating an instance, remember that only point positions can change, not the number of points
  57108. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57109. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  57110. * @param name defines the name of the new line system
  57111. * @param options defines the options used to create the line system
  57112. * @param scene defines the hosting scene
  57113. * @returns a new line mesh
  57114. */
  57115. static CreateLines(name: string, options: {
  57116. points: Vector3[];
  57117. updatable?: boolean;
  57118. instance?: Nullable<LinesMesh>;
  57119. colors?: Color4[];
  57120. useVertexAlpha?: boolean;
  57121. }, scene?: Nullable<Scene>): LinesMesh;
  57122. /**
  57123. * Creates a dashed line mesh
  57124. * * 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
  57125. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57126. * * The parameter `points` is an array successive Vector3
  57127. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  57128. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  57129. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  57130. * * 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
  57131. * * When updating an instance, remember that only point positions can change, not the number of points
  57132. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57133. * @param name defines the name of the mesh
  57134. * @param options defines the options used to create the mesh
  57135. * @param scene defines the hosting scene
  57136. * @returns the dashed line mesh
  57137. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  57138. */
  57139. static CreateDashedLines(name: string, options: {
  57140. points: Vector3[];
  57141. dashSize?: number;
  57142. gapSize?: number;
  57143. dashNb?: number;
  57144. updatable?: boolean;
  57145. instance?: LinesMesh;
  57146. }, scene?: Nullable<Scene>): LinesMesh;
  57147. /**
  57148. * 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.
  57149. * * 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.
  57150. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57151. * * 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.
  57152. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57153. * * 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
  57154. * * 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
  57155. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57156. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57157. * * If you create a double-sided mesh, you can choose what parts of 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
  57158. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57160. * @param name defines the name of the mesh
  57161. * @param options defines the options used to create the mesh
  57162. * @param scene defines the hosting scene
  57163. * @returns the extruded shape mesh
  57164. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57165. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57166. */
  57167. static ExtrudeShape(name: string, options: {
  57168. shape: Vector3[];
  57169. path: Vector3[];
  57170. scale?: number;
  57171. rotation?: number;
  57172. cap?: number;
  57173. updatable?: boolean;
  57174. sideOrientation?: number;
  57175. frontUVs?: Vector4;
  57176. backUVs?: Vector4;
  57177. instance?: Mesh;
  57178. invertUV?: boolean;
  57179. }, scene?: Nullable<Scene>): Mesh;
  57180. /**
  57181. * Creates an custom extruded shape mesh.
  57182. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57183. * * 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.
  57184. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57185. * * 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
  57186. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57187. * * 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
  57188. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57189. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57190. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57191. * * 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
  57192. * * 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
  57193. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57194. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57195. * * If you create a double-sided mesh, you can choose what parts of 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
  57196. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57197. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57198. * @param name defines the name of the mesh
  57199. * @param options defines the options used to create the mesh
  57200. * @param scene defines the hosting scene
  57201. * @returns the custom extruded shape mesh
  57202. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57203. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57204. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57205. */
  57206. static ExtrudeShapeCustom(name: string, options: {
  57207. shape: Vector3[];
  57208. path: Vector3[];
  57209. scaleFunction?: any;
  57210. rotationFunction?: any;
  57211. ribbonCloseArray?: boolean;
  57212. ribbonClosePath?: boolean;
  57213. cap?: number;
  57214. updatable?: boolean;
  57215. sideOrientation?: number;
  57216. frontUVs?: Vector4;
  57217. backUVs?: Vector4;
  57218. instance?: Mesh;
  57219. invertUV?: boolean;
  57220. }, scene?: Nullable<Scene>): Mesh;
  57221. /**
  57222. * Creates lathe mesh.
  57223. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57224. * * 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
  57225. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57226. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57227. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57228. * * 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
  57229. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57230. * * 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
  57231. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57232. * * If you create a double-sided mesh, you can choose what parts of 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
  57233. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57234. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57235. * @param name defines the name of the mesh
  57236. * @param options defines the options used to create the mesh
  57237. * @param scene defines the hosting scene
  57238. * @returns the lathe mesh
  57239. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57240. */
  57241. static CreateLathe(name: string, options: {
  57242. shape: Vector3[];
  57243. radius?: number;
  57244. tessellation?: number;
  57245. clip?: number;
  57246. arc?: number;
  57247. closed?: boolean;
  57248. updatable?: boolean;
  57249. sideOrientation?: number;
  57250. frontUVs?: Vector4;
  57251. backUVs?: Vector4;
  57252. cap?: number;
  57253. invertUV?: boolean;
  57254. }, scene?: Nullable<Scene>): Mesh;
  57255. /**
  57256. * Creates a tiled plane mesh
  57257. * * You can set a limited pattern arrangement with the tiles
  57258. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57259. * * If you create a double-sided mesh, you can choose what parts of 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
  57260. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57261. * @param name defines the name of the mesh
  57262. * @param options defines the options used to create the mesh
  57263. * @param scene defines the hosting scene
  57264. * @returns the plane mesh
  57265. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57266. */
  57267. static CreateTiledPlane(name: string, options: {
  57268. pattern?: number;
  57269. tileSize?: number;
  57270. tileWidth?: number;
  57271. tileHeight?: number;
  57272. size?: number;
  57273. width?: number;
  57274. height?: number;
  57275. alignHorizontal?: number;
  57276. alignVertical?: number;
  57277. sideOrientation?: number;
  57278. frontUVs?: Vector4;
  57279. backUVs?: Vector4;
  57280. updatable?: boolean;
  57281. }, scene?: Nullable<Scene>): Mesh;
  57282. /**
  57283. * Creates a plane mesh
  57284. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57285. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57286. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57287. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57288. * * If you create a double-sided mesh, you can choose what parts of 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
  57289. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57290. * @param name defines the name of the mesh
  57291. * @param options defines the options used to create the mesh
  57292. * @param scene defines the hosting scene
  57293. * @returns the plane mesh
  57294. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57295. */
  57296. static CreatePlane(name: string, options: {
  57297. size?: number;
  57298. width?: number;
  57299. height?: number;
  57300. sideOrientation?: number;
  57301. frontUVs?: Vector4;
  57302. backUVs?: Vector4;
  57303. updatable?: boolean;
  57304. sourcePlane?: Plane;
  57305. }, scene?: Nullable<Scene>): Mesh;
  57306. /**
  57307. * Creates a ground mesh
  57308. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57309. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57310. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57311. * @param name defines the name of the mesh
  57312. * @param options defines the options used to create the mesh
  57313. * @param scene defines the hosting scene
  57314. * @returns the ground mesh
  57315. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57316. */
  57317. static CreateGround(name: string, options: {
  57318. width?: number;
  57319. height?: number;
  57320. subdivisions?: number;
  57321. subdivisionsX?: number;
  57322. subdivisionsY?: number;
  57323. updatable?: boolean;
  57324. }, scene?: Nullable<Scene>): Mesh;
  57325. /**
  57326. * Creates a tiled ground mesh
  57327. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57328. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57329. * * 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
  57330. * * 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
  57331. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57332. * @param name defines the name of the mesh
  57333. * @param options defines the options used to create the mesh
  57334. * @param scene defines the hosting scene
  57335. * @returns the tiled ground mesh
  57336. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57337. */
  57338. static CreateTiledGround(name: string, options: {
  57339. xmin: number;
  57340. zmin: number;
  57341. xmax: number;
  57342. zmax: number;
  57343. subdivisions?: {
  57344. w: number;
  57345. h: number;
  57346. };
  57347. precision?: {
  57348. w: number;
  57349. h: number;
  57350. };
  57351. updatable?: boolean;
  57352. }, scene?: Nullable<Scene>): Mesh;
  57353. /**
  57354. * Creates a ground mesh from a height map
  57355. * * The parameter `url` sets the URL of the height map image resource.
  57356. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57357. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57358. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57359. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57360. * * 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.
  57361. * * 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).
  57362. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57363. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57364. * @param name defines the name of the mesh
  57365. * @param url defines the url to the height map
  57366. * @param options defines the options used to create the mesh
  57367. * @param scene defines the hosting scene
  57368. * @returns the ground mesh
  57369. * @see https://doc.babylonjs.com/babylon101/height_map
  57370. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57371. */
  57372. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57373. width?: number;
  57374. height?: number;
  57375. subdivisions?: number;
  57376. minHeight?: number;
  57377. maxHeight?: number;
  57378. colorFilter?: Color3;
  57379. alphaFilter?: number;
  57380. updatable?: boolean;
  57381. onReady?: (mesh: GroundMesh) => void;
  57382. }, scene?: Nullable<Scene>): GroundMesh;
  57383. /**
  57384. * Creates a polygon mesh
  57385. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57386. * * 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
  57387. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57388. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57389. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57390. * * Remember you can only change the shape positions, not their number when updating a polygon
  57391. * @param name defines the name of the mesh
  57392. * @param options defines the options used to create the mesh
  57393. * @param scene defines the hosting scene
  57394. * @param earcutInjection can be used to inject your own earcut reference
  57395. * @returns the polygon mesh
  57396. */
  57397. static CreatePolygon(name: string, options: {
  57398. shape: Vector3[];
  57399. holes?: Vector3[][];
  57400. depth?: number;
  57401. faceUV?: Vector4[];
  57402. faceColors?: Color4[];
  57403. updatable?: boolean;
  57404. sideOrientation?: number;
  57405. frontUVs?: Vector4;
  57406. backUVs?: Vector4;
  57407. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57408. /**
  57409. * Creates an extruded polygon mesh, with depth in the Y direction.
  57410. * * 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)
  57411. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57412. * @param name defines the name of the mesh
  57413. * @param options defines the options used to create the mesh
  57414. * @param scene defines the hosting scene
  57415. * @param earcutInjection can be used to inject your own earcut reference
  57416. * @returns the polygon mesh
  57417. */
  57418. static ExtrudePolygon(name: string, options: {
  57419. shape: Vector3[];
  57420. holes?: Vector3[][];
  57421. depth?: number;
  57422. faceUV?: Vector4[];
  57423. faceColors?: Color4[];
  57424. updatable?: boolean;
  57425. sideOrientation?: number;
  57426. frontUVs?: Vector4;
  57427. backUVs?: Vector4;
  57428. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57429. /**
  57430. * Creates a tube mesh.
  57431. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57432. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57433. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57434. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57435. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57436. * * 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)
  57437. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57438. * * 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
  57439. * * 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
  57440. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57441. * * If you create a double-sided mesh, you can choose what parts of 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
  57442. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57443. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57444. * @param name defines the name of the mesh
  57445. * @param options defines the options used to create the mesh
  57446. * @param scene defines the hosting scene
  57447. * @returns the tube mesh
  57448. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57449. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57450. */
  57451. static CreateTube(name: string, options: {
  57452. path: Vector3[];
  57453. radius?: number;
  57454. tessellation?: number;
  57455. radiusFunction?: {
  57456. (i: number, distance: number): number;
  57457. };
  57458. cap?: number;
  57459. arc?: number;
  57460. updatable?: boolean;
  57461. sideOrientation?: number;
  57462. frontUVs?: Vector4;
  57463. backUVs?: Vector4;
  57464. instance?: Mesh;
  57465. invertUV?: boolean;
  57466. }, scene?: Nullable<Scene>): Mesh;
  57467. /**
  57468. * Creates a polyhedron mesh
  57469. * * 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
  57470. * * The parameter `size` (positive float, default 1) sets the polygon size
  57471. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57472. * * 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`
  57473. * * 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
  57474. * * 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)`)
  57475. * * 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
  57476. * * 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
  57477. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57478. * * If you create a double-sided mesh, you can choose what parts of 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
  57479. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57480. * @param name defines the name of the mesh
  57481. * @param options defines the options used to create the mesh
  57482. * @param scene defines the hosting scene
  57483. * @returns the polyhedron mesh
  57484. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57485. */
  57486. static CreatePolyhedron(name: string, options: {
  57487. type?: number;
  57488. size?: number;
  57489. sizeX?: number;
  57490. sizeY?: number;
  57491. sizeZ?: number;
  57492. custom?: any;
  57493. faceUV?: Vector4[];
  57494. faceColors?: Color4[];
  57495. flat?: boolean;
  57496. updatable?: boolean;
  57497. sideOrientation?: number;
  57498. frontUVs?: Vector4;
  57499. backUVs?: Vector4;
  57500. }, scene?: Nullable<Scene>): Mesh;
  57501. /**
  57502. * Creates a decal mesh.
  57503. * 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
  57504. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57505. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57506. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57507. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57508. * @param name defines the name of the mesh
  57509. * @param sourceMesh defines the mesh where the decal must be applied
  57510. * @param options defines the options used to create the mesh
  57511. * @param scene defines the hosting scene
  57512. * @returns the decal mesh
  57513. * @see https://doc.babylonjs.com/how_to/decals
  57514. */
  57515. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57516. position?: Vector3;
  57517. normal?: Vector3;
  57518. size?: Vector3;
  57519. angle?: number;
  57520. }): Mesh;
  57521. }
  57522. }
  57523. declare module "babylonjs/Meshes/meshSimplification" {
  57524. import { Mesh } from "babylonjs/Meshes/mesh";
  57525. /**
  57526. * A simplifier interface for future simplification implementations
  57527. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57528. */
  57529. export interface ISimplifier {
  57530. /**
  57531. * Simplification of a given mesh according to the given settings.
  57532. * Since this requires computation, it is assumed that the function runs async.
  57533. * @param settings The settings of the simplification, including quality and distance
  57534. * @param successCallback A callback that will be called after the mesh was simplified.
  57535. * @param errorCallback in case of an error, this callback will be called. optional.
  57536. */
  57537. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57538. }
  57539. /**
  57540. * Expected simplification settings.
  57541. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57542. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57543. */
  57544. export interface ISimplificationSettings {
  57545. /**
  57546. * Gets or sets the expected quality
  57547. */
  57548. quality: number;
  57549. /**
  57550. * Gets or sets the distance when this optimized version should be used
  57551. */
  57552. distance: number;
  57553. /**
  57554. * Gets an already optimized mesh
  57555. */
  57556. optimizeMesh?: boolean;
  57557. }
  57558. /**
  57559. * Class used to specify simplification options
  57560. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57561. */
  57562. export class SimplificationSettings implements ISimplificationSettings {
  57563. /** expected quality */
  57564. quality: number;
  57565. /** distance when this optimized version should be used */
  57566. distance: number;
  57567. /** already optimized mesh */
  57568. optimizeMesh?: boolean | undefined;
  57569. /**
  57570. * Creates a SimplificationSettings
  57571. * @param quality expected quality
  57572. * @param distance distance when this optimized version should be used
  57573. * @param optimizeMesh already optimized mesh
  57574. */
  57575. constructor(
  57576. /** expected quality */
  57577. quality: number,
  57578. /** distance when this optimized version should be used */
  57579. distance: number,
  57580. /** already optimized mesh */
  57581. optimizeMesh?: boolean | undefined);
  57582. }
  57583. /**
  57584. * Interface used to define a simplification task
  57585. */
  57586. export interface ISimplificationTask {
  57587. /**
  57588. * Array of settings
  57589. */
  57590. settings: Array<ISimplificationSettings>;
  57591. /**
  57592. * Simplification type
  57593. */
  57594. simplificationType: SimplificationType;
  57595. /**
  57596. * Mesh to simplify
  57597. */
  57598. mesh: Mesh;
  57599. /**
  57600. * Callback called on success
  57601. */
  57602. successCallback?: () => void;
  57603. /**
  57604. * Defines if parallel processing can be used
  57605. */
  57606. parallelProcessing: boolean;
  57607. }
  57608. /**
  57609. * Queue used to order the simplification tasks
  57610. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57611. */
  57612. export class SimplificationQueue {
  57613. private _simplificationArray;
  57614. /**
  57615. * Gets a boolean indicating that the process is still running
  57616. */
  57617. running: boolean;
  57618. /**
  57619. * Creates a new queue
  57620. */
  57621. constructor();
  57622. /**
  57623. * Adds a new simplification task
  57624. * @param task defines a task to add
  57625. */
  57626. addTask(task: ISimplificationTask): void;
  57627. /**
  57628. * Execute next task
  57629. */
  57630. executeNext(): void;
  57631. /**
  57632. * Execute a simplification task
  57633. * @param task defines the task to run
  57634. */
  57635. runSimplification(task: ISimplificationTask): void;
  57636. private getSimplifier;
  57637. }
  57638. /**
  57639. * The implemented types of simplification
  57640. * At the moment only Quadratic Error Decimation is implemented
  57641. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57642. */
  57643. export enum SimplificationType {
  57644. /** Quadratic error decimation */
  57645. QUADRATIC = 0
  57646. }
  57647. }
  57648. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57649. import { Scene } from "babylonjs/scene";
  57650. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57651. import { ISceneComponent } from "babylonjs/sceneComponent";
  57652. module "babylonjs/scene" {
  57653. interface Scene {
  57654. /** @hidden (Backing field) */
  57655. _simplificationQueue: SimplificationQueue;
  57656. /**
  57657. * Gets or sets the simplification queue attached to the scene
  57658. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57659. */
  57660. simplificationQueue: SimplificationQueue;
  57661. }
  57662. }
  57663. module "babylonjs/Meshes/mesh" {
  57664. interface Mesh {
  57665. /**
  57666. * Simplify the mesh according to the given array of settings.
  57667. * Function will return immediately and will simplify async
  57668. * @param settings a collection of simplification settings
  57669. * @param parallelProcessing should all levels calculate parallel or one after the other
  57670. * @param simplificationType the type of simplification to run
  57671. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57672. * @returns the current mesh
  57673. */
  57674. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57675. }
  57676. }
  57677. /**
  57678. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57679. * created in a scene
  57680. */
  57681. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57682. /**
  57683. * The component name helpfull to identify the component in the list of scene components.
  57684. */
  57685. readonly name: string;
  57686. /**
  57687. * The scene the component belongs to.
  57688. */
  57689. scene: Scene;
  57690. /**
  57691. * Creates a new instance of the component for the given scene
  57692. * @param scene Defines the scene to register the component in
  57693. */
  57694. constructor(scene: Scene);
  57695. /**
  57696. * Registers the component in a given scene
  57697. */
  57698. register(): void;
  57699. /**
  57700. * Rebuilds the elements related to this component in case of
  57701. * context lost for instance.
  57702. */
  57703. rebuild(): void;
  57704. /**
  57705. * Disposes the component and the associated ressources
  57706. */
  57707. dispose(): void;
  57708. private _beforeCameraUpdate;
  57709. }
  57710. }
  57711. declare module "babylonjs/Meshes/Builders/index" {
  57712. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57713. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57714. export * from "babylonjs/Meshes/Builders/discBuilder";
  57715. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57716. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57717. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57718. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57719. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57720. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57721. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57722. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57723. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57724. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57725. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57726. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57727. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57728. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57729. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57730. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57731. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57732. }
  57733. declare module "babylonjs/Meshes/index" {
  57734. export * from "babylonjs/Meshes/abstractMesh";
  57735. export * from "babylonjs/Meshes/buffer";
  57736. export * from "babylonjs/Meshes/Compression/index";
  57737. export * from "babylonjs/Meshes/csg";
  57738. export * from "babylonjs/Meshes/geometry";
  57739. export * from "babylonjs/Meshes/groundMesh";
  57740. export * from "babylonjs/Meshes/trailMesh";
  57741. export * from "babylonjs/Meshes/instancedMesh";
  57742. export * from "babylonjs/Meshes/linesMesh";
  57743. export * from "babylonjs/Meshes/mesh";
  57744. export * from "babylonjs/Meshes/mesh.vertexData";
  57745. export * from "babylonjs/Meshes/meshBuilder";
  57746. export * from "babylonjs/Meshes/meshSimplification";
  57747. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57748. export * from "babylonjs/Meshes/polygonMesh";
  57749. export * from "babylonjs/Meshes/subMesh";
  57750. export * from "babylonjs/Meshes/meshLODLevel";
  57751. export * from "babylonjs/Meshes/transformNode";
  57752. export * from "babylonjs/Meshes/Builders/index";
  57753. export * from "babylonjs/Meshes/dataBuffer";
  57754. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57755. }
  57756. declare module "babylonjs/Morph/index" {
  57757. export * from "babylonjs/Morph/morphTarget";
  57758. export * from "babylonjs/Morph/morphTargetManager";
  57759. }
  57760. declare module "babylonjs/Navigation/INavigationEngine" {
  57761. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57762. import { Vector3 } from "babylonjs/Maths/math";
  57763. import { Mesh } from "babylonjs/Meshes/mesh";
  57764. import { Scene } from "babylonjs/scene";
  57765. /**
  57766. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57767. */
  57768. export interface INavigationEnginePlugin {
  57769. /**
  57770. * plugin name
  57771. */
  57772. name: string;
  57773. /**
  57774. * Creates a navigation mesh
  57775. * @param meshes array of all the geometry used to compute the navigatio mesh
  57776. * @param parameters bunch of parameters used to filter geometry
  57777. */
  57778. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57779. /**
  57780. * Create a navigation mesh debug mesh
  57781. * @param scene is where the mesh will be added
  57782. * @returns debug display mesh
  57783. */
  57784. createDebugNavMesh(scene: Scene): Mesh;
  57785. /**
  57786. * Get a navigation mesh constrained position, closest to the parameter position
  57787. * @param position world position
  57788. * @returns the closest point to position constrained by the navigation mesh
  57789. */
  57790. getClosestPoint(position: Vector3): Vector3;
  57791. /**
  57792. * Get a navigation mesh constrained position, within a particular radius
  57793. * @param position world position
  57794. * @param maxRadius the maximum distance to the constrained world position
  57795. * @returns the closest point to position constrained by the navigation mesh
  57796. */
  57797. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57798. /**
  57799. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57800. * @param start world position
  57801. * @param end world position
  57802. * @returns array containing world position composing the path
  57803. */
  57804. computePath(start: Vector3, end: Vector3): Vector3[];
  57805. /**
  57806. * If this plugin is supported
  57807. * @returns true if plugin is supported
  57808. */
  57809. isSupported(): boolean;
  57810. /**
  57811. * Create a new Crowd so you can add agents
  57812. * @param maxAgents the maximum agent count in the crowd
  57813. * @param maxAgentRadius the maximum radius an agent can have
  57814. * @param scene to attach the crowd to
  57815. * @returns the crowd you can add agents to
  57816. */
  57817. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57818. /**
  57819. * Release all resources
  57820. */
  57821. dispose(): void;
  57822. }
  57823. /**
  57824. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57825. */
  57826. export interface ICrowd {
  57827. /**
  57828. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57829. * You can attach anything to that node. The node position is updated in the scene update tick.
  57830. * @param pos world position that will be constrained by the navigation mesh
  57831. * @param parameters agent parameters
  57832. * @param transform hooked to the agent that will be update by the scene
  57833. * @returns agent index
  57834. */
  57835. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57836. /**
  57837. * Returns the agent position in world space
  57838. * @param index agent index returned by addAgent
  57839. * @returns world space position
  57840. */
  57841. getAgentPosition(index: number): Vector3;
  57842. /**
  57843. * Gets the agent velocity in world space
  57844. * @param index agent index returned by addAgent
  57845. * @returns world space velocity
  57846. */
  57847. getAgentVelocity(index: number): Vector3;
  57848. /**
  57849. * remove a particular agent previously created
  57850. * @param index agent index returned by addAgent
  57851. */
  57852. removeAgent(index: number): void;
  57853. /**
  57854. * get the list of all agents attached to this crowd
  57855. * @returns list of agent indices
  57856. */
  57857. getAgents(): number[];
  57858. /**
  57859. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57860. * @param deltaTime in seconds
  57861. */
  57862. update(deltaTime: number): void;
  57863. /**
  57864. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57865. * @param index agent index returned by addAgent
  57866. * @param destination targeted world position
  57867. */
  57868. agentGoto(index: number, destination: Vector3): void;
  57869. /**
  57870. * Release all resources
  57871. */
  57872. dispose(): void;
  57873. }
  57874. /**
  57875. * Configures an agent
  57876. */
  57877. export interface IAgentParameters {
  57878. /**
  57879. * Agent radius. [Limit: >= 0]
  57880. */
  57881. radius: number;
  57882. /**
  57883. * Agent height. [Limit: > 0]
  57884. */
  57885. height: number;
  57886. /**
  57887. * Maximum allowed acceleration. [Limit: >= 0]
  57888. */
  57889. maxAcceleration: number;
  57890. /**
  57891. * Maximum allowed speed. [Limit: >= 0]
  57892. */
  57893. maxSpeed: number;
  57894. /**
  57895. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  57896. */
  57897. collisionQueryRange: number;
  57898. /**
  57899. * The path visibility optimization range. [Limit: > 0]
  57900. */
  57901. pathOptimizationRange: number;
  57902. /**
  57903. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  57904. */
  57905. separationWeight: number;
  57906. }
  57907. /**
  57908. * Configures the navigation mesh creation
  57909. */
  57910. export interface INavMeshParameters {
  57911. /**
  57912. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  57913. */
  57914. cs: number;
  57915. /**
  57916. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  57917. */
  57918. ch: number;
  57919. /**
  57920. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  57921. */
  57922. walkableSlopeAngle: number;
  57923. /**
  57924. * Minimum floor to 'ceiling' height that will still allow the floor area to
  57925. * be considered walkable. [Limit: >= 3] [Units: vx]
  57926. */
  57927. walkableHeight: number;
  57928. /**
  57929. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  57930. */
  57931. walkableClimb: number;
  57932. /**
  57933. * The distance to erode/shrink the walkable area of the heightfield away from
  57934. * obstructions. [Limit: >=0] [Units: vx]
  57935. */
  57936. walkableRadius: number;
  57937. /**
  57938. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  57939. */
  57940. maxEdgeLen: number;
  57941. /**
  57942. * The maximum distance a simplfied contour's border edges should deviate
  57943. * the original raw contour. [Limit: >=0] [Units: vx]
  57944. */
  57945. maxSimplificationError: number;
  57946. /**
  57947. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  57948. */
  57949. minRegionArea: number;
  57950. /**
  57951. * Any regions with a span count smaller than this value will, if possible,
  57952. * be merged with larger regions. [Limit: >=0] [Units: vx]
  57953. */
  57954. mergeRegionArea: number;
  57955. /**
  57956. * The maximum number of vertices allowed for polygons generated during the
  57957. * contour to polygon conversion process. [Limit: >= 3]
  57958. */
  57959. maxVertsPerPoly: number;
  57960. /**
  57961. * Sets the sampling distance to use when generating the detail mesh.
  57962. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  57963. */
  57964. detailSampleDist: number;
  57965. /**
  57966. * The maximum distance the detail mesh surface should deviate from heightfield
  57967. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  57968. */
  57969. detailSampleMaxError: number;
  57970. }
  57971. }
  57972. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  57973. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  57974. import { Mesh } from "babylonjs/Meshes/mesh";
  57975. import { Scene } from "babylonjs/scene";
  57976. import { Vector3 } from "babylonjs/Maths/math";
  57977. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57978. /**
  57979. * RecastJS navigation plugin
  57980. */
  57981. export class RecastJSPlugin implements INavigationEnginePlugin {
  57982. /**
  57983. * Reference to the Recast library
  57984. */
  57985. bjsRECAST: any;
  57986. /**
  57987. * plugin name
  57988. */
  57989. name: string;
  57990. /**
  57991. * the first navmesh created. We might extend this to support multiple navmeshes
  57992. */
  57993. navMesh: any;
  57994. /**
  57995. * Initializes the recastJS plugin
  57996. * @param recastInjection can be used to inject your own recast reference
  57997. */
  57998. constructor(recastInjection?: any);
  57999. /**
  58000. * Creates a navigation mesh
  58001. * @param meshes array of all the geometry used to compute the navigatio mesh
  58002. * @param parameters bunch of parameters used to filter geometry
  58003. */
  58004. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58005. /**
  58006. * Create a navigation mesh debug mesh
  58007. * @param scene is where the mesh will be added
  58008. * @returns debug display mesh
  58009. */
  58010. createDebugNavMesh(scene: Scene): Mesh;
  58011. /**
  58012. * Get a navigation mesh constrained position, closest to the parameter position
  58013. * @param position world position
  58014. * @returns the closest point to position constrained by the navigation mesh
  58015. */
  58016. getClosestPoint(position: Vector3): Vector3;
  58017. /**
  58018. * Get a navigation mesh constrained position, within a particular radius
  58019. * @param position world position
  58020. * @param maxRadius the maximum distance to the constrained world position
  58021. * @returns the closest point to position constrained by the navigation mesh
  58022. */
  58023. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58024. /**
  58025. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58026. * @param start world position
  58027. * @param end world position
  58028. * @returns array containing world position composing the path
  58029. */
  58030. computePath(start: Vector3, end: Vector3): Vector3[];
  58031. /**
  58032. * Create a new Crowd so you can add agents
  58033. * @param maxAgents the maximum agent count in the crowd
  58034. * @param maxAgentRadius the maximum radius an agent can have
  58035. * @param scene to attach the crowd to
  58036. * @returns the crowd you can add agents to
  58037. */
  58038. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58039. /**
  58040. * Disposes
  58041. */
  58042. dispose(): void;
  58043. /**
  58044. * If this plugin is supported
  58045. * @returns true if plugin is supported
  58046. */
  58047. isSupported(): boolean;
  58048. }
  58049. /**
  58050. * Recast detour crowd implementation
  58051. */
  58052. export class RecastJSCrowd implements ICrowd {
  58053. /**
  58054. * Recast/detour plugin
  58055. */
  58056. bjsRECASTPlugin: RecastJSPlugin;
  58057. /**
  58058. * Link to the detour crowd
  58059. */
  58060. recastCrowd: any;
  58061. /**
  58062. * One transform per agent
  58063. */
  58064. transforms: TransformNode[];
  58065. /**
  58066. * All agents created
  58067. */
  58068. agents: number[];
  58069. /**
  58070. * Link to the scene is kept to unregister the crowd from the scene
  58071. */
  58072. private _scene;
  58073. /**
  58074. * Observer for crowd updates
  58075. */
  58076. private _onBeforeAnimationsObserver;
  58077. /**
  58078. * Constructor
  58079. * @param plugin recastJS plugin
  58080. * @param maxAgents the maximum agent count in the crowd
  58081. * @param maxAgentRadius the maximum radius an agent can have
  58082. * @param scene to attach the crowd to
  58083. * @returns the crowd you can add agents to
  58084. */
  58085. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  58086. /**
  58087. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58088. * You can attach anything to that node. The node position is updated in the scene update tick.
  58089. * @param pos world position that will be constrained by the navigation mesh
  58090. * @param parameters agent parameters
  58091. * @param transform hooked to the agent that will be update by the scene
  58092. * @returns agent index
  58093. */
  58094. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58095. /**
  58096. * Returns the agent position in world space
  58097. * @param index agent index returned by addAgent
  58098. * @returns world space position
  58099. */
  58100. getAgentPosition(index: number): Vector3;
  58101. /**
  58102. * Returns the agent velocity in world space
  58103. * @param index agent index returned by addAgent
  58104. * @returns world space velocity
  58105. */
  58106. getAgentVelocity(index: number): Vector3;
  58107. /**
  58108. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58109. * @param index agent index returned by addAgent
  58110. * @param destination targeted world position
  58111. */
  58112. agentGoto(index: number, destination: Vector3): void;
  58113. /**
  58114. * remove a particular agent previously created
  58115. * @param index agent index returned by addAgent
  58116. */
  58117. removeAgent(index: number): void;
  58118. /**
  58119. * get the list of all agents attached to this crowd
  58120. * @returns list of agent indices
  58121. */
  58122. getAgents(): number[];
  58123. /**
  58124. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58125. * @param deltaTime in seconds
  58126. */
  58127. update(deltaTime: number): void;
  58128. /**
  58129. * Release all resources
  58130. */
  58131. dispose(): void;
  58132. }
  58133. }
  58134. declare module "babylonjs/Navigation/Plugins/index" {
  58135. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  58136. }
  58137. declare module "babylonjs/Navigation/index" {
  58138. export * from "babylonjs/Navigation/INavigationEngine";
  58139. export * from "babylonjs/Navigation/Plugins/index";
  58140. }
  58141. declare module "babylonjs/Offline/database" {
  58142. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  58143. /**
  58144. * Class used to enable access to IndexedDB
  58145. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  58146. */
  58147. export class Database implements IOfflineProvider {
  58148. private _callbackManifestChecked;
  58149. private _currentSceneUrl;
  58150. private _db;
  58151. private _enableSceneOffline;
  58152. private _enableTexturesOffline;
  58153. private _manifestVersionFound;
  58154. private _mustUpdateRessources;
  58155. private _hasReachedQuota;
  58156. private _isSupported;
  58157. private _idbFactory;
  58158. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  58159. private static IsUASupportingBlobStorage;
  58160. /**
  58161. * Gets a boolean indicating if Database storate is enabled (off by default)
  58162. */
  58163. static IDBStorageEnabled: boolean;
  58164. /**
  58165. * Gets a boolean indicating if scene must be saved in the database
  58166. */
  58167. readonly enableSceneOffline: boolean;
  58168. /**
  58169. * Gets a boolean indicating if textures must be saved in the database
  58170. */
  58171. readonly enableTexturesOffline: boolean;
  58172. /**
  58173. * Creates a new Database
  58174. * @param urlToScene defines the url to load the scene
  58175. * @param callbackManifestChecked defines the callback to use when manifest is checked
  58176. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  58177. */
  58178. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  58179. private static _ParseURL;
  58180. private static _ReturnFullUrlLocation;
  58181. private _checkManifestFile;
  58182. /**
  58183. * Open the database and make it available
  58184. * @param successCallback defines the callback to call on success
  58185. * @param errorCallback defines the callback to call on error
  58186. */
  58187. open(successCallback: () => void, errorCallback: () => void): void;
  58188. /**
  58189. * Loads an image from the database
  58190. * @param url defines the url to load from
  58191. * @param image defines the target DOM image
  58192. */
  58193. loadImage(url: string, image: HTMLImageElement): void;
  58194. private _loadImageFromDBAsync;
  58195. private _saveImageIntoDBAsync;
  58196. private _checkVersionFromDB;
  58197. private _loadVersionFromDBAsync;
  58198. private _saveVersionIntoDBAsync;
  58199. /**
  58200. * Loads a file from database
  58201. * @param url defines the URL to load from
  58202. * @param sceneLoaded defines a callback to call on success
  58203. * @param progressCallBack defines a callback to call when progress changed
  58204. * @param errorCallback defines a callback to call on error
  58205. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  58206. */
  58207. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  58208. private _loadFileAsync;
  58209. private _saveFileAsync;
  58210. /**
  58211. * Validates if xhr data is correct
  58212. * @param xhr defines the request to validate
  58213. * @param dataType defines the expected data type
  58214. * @returns true if data is correct
  58215. */
  58216. private static _ValidateXHRData;
  58217. }
  58218. }
  58219. declare module "babylonjs/Offline/index" {
  58220. export * from "babylonjs/Offline/database";
  58221. export * from "babylonjs/Offline/IOfflineProvider";
  58222. }
  58223. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  58224. /** @hidden */
  58225. export var gpuUpdateParticlesPixelShader: {
  58226. name: string;
  58227. shader: string;
  58228. };
  58229. }
  58230. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  58231. /** @hidden */
  58232. export var gpuUpdateParticlesVertexShader: {
  58233. name: string;
  58234. shader: string;
  58235. };
  58236. }
  58237. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  58238. /** @hidden */
  58239. export var clipPlaneFragmentDeclaration2: {
  58240. name: string;
  58241. shader: string;
  58242. };
  58243. }
  58244. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  58245. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  58246. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  58247. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58248. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  58249. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  58250. /** @hidden */
  58251. export var gpuRenderParticlesPixelShader: {
  58252. name: string;
  58253. shader: string;
  58254. };
  58255. }
  58256. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  58257. /** @hidden */
  58258. export var clipPlaneVertexDeclaration2: {
  58259. name: string;
  58260. shader: string;
  58261. };
  58262. }
  58263. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  58264. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  58265. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  58266. /** @hidden */
  58267. export var gpuRenderParticlesVertexShader: {
  58268. name: string;
  58269. shader: string;
  58270. };
  58271. }
  58272. declare module "babylonjs/Particles/gpuParticleSystem" {
  58273. import { Nullable } from "babylonjs/types";
  58274. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  58275. import { Observable } from "babylonjs/Misc/observable";
  58276. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58277. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58278. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  58279. import { Scene, IDisposable } from "babylonjs/scene";
  58280. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  58281. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  58282. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58283. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58284. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58285. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58286. /**
  58287. * This represents a GPU particle system in Babylon
  58288. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58289. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58290. */
  58291. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58292. /**
  58293. * The layer mask we are rendering the particles through.
  58294. */
  58295. layerMask: number;
  58296. private _capacity;
  58297. private _activeCount;
  58298. private _currentActiveCount;
  58299. private _accumulatedCount;
  58300. private _renderEffect;
  58301. private _updateEffect;
  58302. private _buffer0;
  58303. private _buffer1;
  58304. private _spriteBuffer;
  58305. private _updateVAO;
  58306. private _renderVAO;
  58307. private _targetIndex;
  58308. private _sourceBuffer;
  58309. private _targetBuffer;
  58310. private _engine;
  58311. private _currentRenderId;
  58312. private _started;
  58313. private _stopped;
  58314. private _timeDelta;
  58315. private _randomTexture;
  58316. private _randomTexture2;
  58317. private _attributesStrideSize;
  58318. private _updateEffectOptions;
  58319. private _randomTextureSize;
  58320. private _actualFrame;
  58321. private readonly _rawTextureWidth;
  58322. /**
  58323. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58324. */
  58325. static readonly IsSupported: boolean;
  58326. /**
  58327. * An event triggered when the system is disposed.
  58328. */
  58329. onDisposeObservable: Observable<GPUParticleSystem>;
  58330. /**
  58331. * Gets the maximum number of particles active at the same time.
  58332. * @returns The max number of active particles.
  58333. */
  58334. getCapacity(): number;
  58335. /**
  58336. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58337. * to override the particles.
  58338. */
  58339. forceDepthWrite: boolean;
  58340. /**
  58341. * Gets or set the number of active particles
  58342. */
  58343. activeParticleCount: number;
  58344. private _preWarmDone;
  58345. /**
  58346. * Is this system ready to be used/rendered
  58347. * @return true if the system is ready
  58348. */
  58349. isReady(): boolean;
  58350. /**
  58351. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58352. * @returns True if it has been started, otherwise false.
  58353. */
  58354. isStarted(): boolean;
  58355. /**
  58356. * Starts the particle system and begins to emit
  58357. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58358. */
  58359. start(delay?: number): void;
  58360. /**
  58361. * Stops the particle system.
  58362. */
  58363. stop(): void;
  58364. /**
  58365. * Remove all active particles
  58366. */
  58367. reset(): void;
  58368. /**
  58369. * Returns the string "GPUParticleSystem"
  58370. * @returns a string containing the class name
  58371. */
  58372. getClassName(): string;
  58373. private _colorGradientsTexture;
  58374. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58375. /**
  58376. * Adds a new color gradient
  58377. * @param gradient defines the gradient to use (between 0 and 1)
  58378. * @param color1 defines the color to affect to the specified gradient
  58379. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58380. * @returns the current particle system
  58381. */
  58382. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58383. /**
  58384. * Remove a specific color gradient
  58385. * @param gradient defines the gradient to remove
  58386. * @returns the current particle system
  58387. */
  58388. removeColorGradient(gradient: number): GPUParticleSystem;
  58389. private _angularSpeedGradientsTexture;
  58390. private _sizeGradientsTexture;
  58391. private _velocityGradientsTexture;
  58392. private _limitVelocityGradientsTexture;
  58393. private _dragGradientsTexture;
  58394. private _addFactorGradient;
  58395. /**
  58396. * Adds a new size gradient
  58397. * @param gradient defines the gradient to use (between 0 and 1)
  58398. * @param factor defines the size factor to affect to the specified gradient
  58399. * @returns the current particle system
  58400. */
  58401. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58402. /**
  58403. * Remove a specific size gradient
  58404. * @param gradient defines the gradient to remove
  58405. * @returns the current particle system
  58406. */
  58407. removeSizeGradient(gradient: number): GPUParticleSystem;
  58408. /**
  58409. * Adds a new angular speed gradient
  58410. * @param gradient defines the gradient to use (between 0 and 1)
  58411. * @param factor defines the angular speed to affect to the specified gradient
  58412. * @returns the current particle system
  58413. */
  58414. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58415. /**
  58416. * Remove a specific angular speed gradient
  58417. * @param gradient defines the gradient to remove
  58418. * @returns the current particle system
  58419. */
  58420. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58421. /**
  58422. * Adds a new velocity gradient
  58423. * @param gradient defines the gradient to use (between 0 and 1)
  58424. * @param factor defines the velocity to affect to the specified gradient
  58425. * @returns the current particle system
  58426. */
  58427. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58428. /**
  58429. * Remove a specific velocity gradient
  58430. * @param gradient defines the gradient to remove
  58431. * @returns the current particle system
  58432. */
  58433. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58434. /**
  58435. * Adds a new limit velocity gradient
  58436. * @param gradient defines the gradient to use (between 0 and 1)
  58437. * @param factor defines the limit velocity value to affect to the specified gradient
  58438. * @returns the current particle system
  58439. */
  58440. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58441. /**
  58442. * Remove a specific limit velocity gradient
  58443. * @param gradient defines the gradient to remove
  58444. * @returns the current particle system
  58445. */
  58446. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58447. /**
  58448. * Adds a new drag gradient
  58449. * @param gradient defines the gradient to use (between 0 and 1)
  58450. * @param factor defines the drag value to affect to the specified gradient
  58451. * @returns the current particle system
  58452. */
  58453. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58454. /**
  58455. * Remove a specific drag gradient
  58456. * @param gradient defines the gradient to remove
  58457. * @returns the current particle system
  58458. */
  58459. removeDragGradient(gradient: number): GPUParticleSystem;
  58460. /**
  58461. * Not supported by GPUParticleSystem
  58462. * @param gradient defines the gradient to use (between 0 and 1)
  58463. * @param factor defines the emit rate value to affect to the specified gradient
  58464. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58465. * @returns the current particle system
  58466. */
  58467. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58468. /**
  58469. * Not supported by GPUParticleSystem
  58470. * @param gradient defines the gradient to remove
  58471. * @returns the current particle system
  58472. */
  58473. removeEmitRateGradient(gradient: number): IParticleSystem;
  58474. /**
  58475. * Not supported by GPUParticleSystem
  58476. * @param gradient defines the gradient to use (between 0 and 1)
  58477. * @param factor defines the start size value to affect to the specified gradient
  58478. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58479. * @returns the current particle system
  58480. */
  58481. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58482. /**
  58483. * Not supported by GPUParticleSystem
  58484. * @param gradient defines the gradient to remove
  58485. * @returns the current particle system
  58486. */
  58487. removeStartSizeGradient(gradient: number): IParticleSystem;
  58488. /**
  58489. * Not supported by GPUParticleSystem
  58490. * @param gradient defines the gradient to use (between 0 and 1)
  58491. * @param min defines the color remap minimal range
  58492. * @param max defines the color remap maximal range
  58493. * @returns the current particle system
  58494. */
  58495. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58496. /**
  58497. * Not supported by GPUParticleSystem
  58498. * @param gradient defines the gradient to remove
  58499. * @returns the current particle system
  58500. */
  58501. removeColorRemapGradient(): IParticleSystem;
  58502. /**
  58503. * Not supported by GPUParticleSystem
  58504. * @param gradient defines the gradient to use (between 0 and 1)
  58505. * @param min defines the alpha remap minimal range
  58506. * @param max defines the alpha remap maximal range
  58507. * @returns the current particle system
  58508. */
  58509. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58510. /**
  58511. * Not supported by GPUParticleSystem
  58512. * @param gradient defines the gradient to remove
  58513. * @returns the current particle system
  58514. */
  58515. removeAlphaRemapGradient(): IParticleSystem;
  58516. /**
  58517. * Not supported by GPUParticleSystem
  58518. * @param gradient defines the gradient to use (between 0 and 1)
  58519. * @param color defines the color to affect to the specified gradient
  58520. * @returns the current particle system
  58521. */
  58522. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58523. /**
  58524. * Not supported by GPUParticleSystem
  58525. * @param gradient defines the gradient to remove
  58526. * @returns the current particle system
  58527. */
  58528. removeRampGradient(): IParticleSystem;
  58529. /**
  58530. * Not supported by GPUParticleSystem
  58531. * @returns the list of ramp gradients
  58532. */
  58533. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58534. /**
  58535. * Not supported by GPUParticleSystem
  58536. * Gets or sets a boolean indicating that ramp gradients must be used
  58537. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58538. */
  58539. useRampGradients: boolean;
  58540. /**
  58541. * Not supported by GPUParticleSystem
  58542. * @param gradient defines the gradient to use (between 0 and 1)
  58543. * @param factor defines the life time factor to affect to the specified gradient
  58544. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58545. * @returns the current particle system
  58546. */
  58547. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58548. /**
  58549. * Not supported by GPUParticleSystem
  58550. * @param gradient defines the gradient to remove
  58551. * @returns the current particle system
  58552. */
  58553. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58554. /**
  58555. * Instantiates a GPU particle system.
  58556. * 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.
  58557. * @param name The name of the particle system
  58558. * @param options The options used to create the system
  58559. * @param scene The scene the particle system belongs to
  58560. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58561. */
  58562. constructor(name: string, options: Partial<{
  58563. capacity: number;
  58564. randomTextureSize: number;
  58565. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58566. protected _reset(): void;
  58567. private _createUpdateVAO;
  58568. private _createRenderVAO;
  58569. private _initialize;
  58570. /** @hidden */
  58571. _recreateUpdateEffect(): void;
  58572. /** @hidden */
  58573. _recreateRenderEffect(): void;
  58574. /**
  58575. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58576. * @param preWarm defines if we are in the pre-warmimg phase
  58577. */
  58578. animate(preWarm?: boolean): void;
  58579. private _createFactorGradientTexture;
  58580. private _createSizeGradientTexture;
  58581. private _createAngularSpeedGradientTexture;
  58582. private _createVelocityGradientTexture;
  58583. private _createLimitVelocityGradientTexture;
  58584. private _createDragGradientTexture;
  58585. private _createColorGradientTexture;
  58586. /**
  58587. * Renders the particle system in its current state
  58588. * @param preWarm defines if the system should only update the particles but not render them
  58589. * @returns the current number of particles
  58590. */
  58591. render(preWarm?: boolean): number;
  58592. /**
  58593. * Rebuilds the particle system
  58594. */
  58595. rebuild(): void;
  58596. private _releaseBuffers;
  58597. private _releaseVAOs;
  58598. /**
  58599. * Disposes the particle system and free the associated resources
  58600. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58601. */
  58602. dispose(disposeTexture?: boolean): void;
  58603. /**
  58604. * Clones the particle system.
  58605. * @param name The name of the cloned object
  58606. * @param newEmitter The new emitter to use
  58607. * @returns the cloned particle system
  58608. */
  58609. clone(name: string, newEmitter: any): GPUParticleSystem;
  58610. /**
  58611. * Serializes the particle system to a JSON object.
  58612. * @returns the JSON object
  58613. */
  58614. serialize(): any;
  58615. /**
  58616. * Parses a JSON object to create a GPU particle system.
  58617. * @param parsedParticleSystem The JSON object to parse
  58618. * @param scene The scene to create the particle system in
  58619. * @param rootUrl The root url to use to load external dependencies like texture
  58620. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58621. * @returns the parsed GPU particle system
  58622. */
  58623. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58624. }
  58625. }
  58626. declare module "babylonjs/Particles/particleSystemSet" {
  58627. import { Nullable } from "babylonjs/types";
  58628. import { Color3 } from "babylonjs/Maths/math.color";
  58629. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58630. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58631. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58632. import { Scene, IDisposable } from "babylonjs/scene";
  58633. /**
  58634. * Represents a set of particle systems working together to create a specific effect
  58635. */
  58636. export class ParticleSystemSet implements IDisposable {
  58637. private _emitterCreationOptions;
  58638. private _emitterNode;
  58639. /**
  58640. * Gets the particle system list
  58641. */
  58642. systems: IParticleSystem[];
  58643. /**
  58644. * Gets the emitter node used with this set
  58645. */
  58646. readonly emitterNode: Nullable<TransformNode>;
  58647. /**
  58648. * Creates a new emitter mesh as a sphere
  58649. * @param options defines the options used to create the sphere
  58650. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58651. * @param scene defines the hosting scene
  58652. */
  58653. setEmitterAsSphere(options: {
  58654. diameter: number;
  58655. segments: number;
  58656. color: Color3;
  58657. }, renderingGroupId: number, scene: Scene): void;
  58658. /**
  58659. * Starts all particle systems of the set
  58660. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58661. */
  58662. start(emitter?: AbstractMesh): void;
  58663. /**
  58664. * Release all associated resources
  58665. */
  58666. dispose(): void;
  58667. /**
  58668. * Serialize the set into a JSON compatible object
  58669. * @returns a JSON compatible representation of the set
  58670. */
  58671. serialize(): any;
  58672. /**
  58673. * Parse a new ParticleSystemSet from a serialized source
  58674. * @param data defines a JSON compatible representation of the set
  58675. * @param scene defines the hosting scene
  58676. * @param gpu defines if we want GPU particles or CPU particles
  58677. * @returns a new ParticleSystemSet
  58678. */
  58679. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58680. }
  58681. }
  58682. declare module "babylonjs/Particles/particleHelper" {
  58683. import { Nullable } from "babylonjs/types";
  58684. import { Scene } from "babylonjs/scene";
  58685. import { Vector3 } from "babylonjs/Maths/math.vector";
  58686. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58687. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58688. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58689. /**
  58690. * This class is made for on one-liner static method to help creating particle system set.
  58691. */
  58692. export class ParticleHelper {
  58693. /**
  58694. * Gets or sets base Assets URL
  58695. */
  58696. static BaseAssetsUrl: string;
  58697. /**
  58698. * Create a default particle system that you can tweak
  58699. * @param emitter defines the emitter to use
  58700. * @param capacity defines the system capacity (default is 500 particles)
  58701. * @param scene defines the hosting scene
  58702. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58703. * @returns the new Particle system
  58704. */
  58705. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58706. /**
  58707. * This is the main static method (one-liner) of this helper to create different particle systems
  58708. * @param type This string represents the type to the particle system to create
  58709. * @param scene The scene where the particle system should live
  58710. * @param gpu If the system will use gpu
  58711. * @returns the ParticleSystemSet created
  58712. */
  58713. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58714. /**
  58715. * Static function used to export a particle system to a ParticleSystemSet variable.
  58716. * Please note that the emitter shape is not exported
  58717. * @param systems defines the particle systems to export
  58718. * @returns the created particle system set
  58719. */
  58720. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58721. }
  58722. }
  58723. declare module "babylonjs/Particles/particleSystemComponent" {
  58724. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58725. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  58726. import "babylonjs/Shaders/particles.vertex";
  58727. module "babylonjs/Engines/engine" {
  58728. interface Engine {
  58729. /**
  58730. * Create an effect to use with particle systems.
  58731. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58732. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58733. * @param uniformsNames defines a list of attribute names
  58734. * @param samplers defines an array of string used to represent textures
  58735. * @param defines defines the string containing the defines to use to compile the shaders
  58736. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58737. * @param onCompiled defines a function to call when the effect creation is successful
  58738. * @param onError defines a function to call when the effect creation has failed
  58739. * @returns the new Effect
  58740. */
  58741. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58742. }
  58743. }
  58744. module "babylonjs/Meshes/mesh" {
  58745. interface Mesh {
  58746. /**
  58747. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58748. * @returns an array of IParticleSystem
  58749. */
  58750. getEmittedParticleSystems(): IParticleSystem[];
  58751. /**
  58752. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58753. * @returns an array of IParticleSystem
  58754. */
  58755. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58756. }
  58757. }
  58758. /**
  58759. * @hidden
  58760. */
  58761. export var _IDoNeedToBeInTheBuild: number;
  58762. }
  58763. declare module "babylonjs/Particles/index" {
  58764. export * from "babylonjs/Particles/baseParticleSystem";
  58765. export * from "babylonjs/Particles/EmitterTypes/index";
  58766. export * from "babylonjs/Particles/gpuParticleSystem";
  58767. export * from "babylonjs/Particles/IParticleSystem";
  58768. export * from "babylonjs/Particles/particle";
  58769. export * from "babylonjs/Particles/particleHelper";
  58770. export * from "babylonjs/Particles/particleSystem";
  58771. export * from "babylonjs/Particles/particleSystemComponent";
  58772. export * from "babylonjs/Particles/particleSystemSet";
  58773. export * from "babylonjs/Particles/solidParticle";
  58774. export * from "babylonjs/Particles/solidParticleSystem";
  58775. export * from "babylonjs/Particles/subEmitter";
  58776. }
  58777. declare module "babylonjs/Physics/physicsEngineComponent" {
  58778. import { Nullable } from "babylonjs/types";
  58779. import { Observable, Observer } from "babylonjs/Misc/observable";
  58780. import { Vector3 } from "babylonjs/Maths/math.vector";
  58781. import { Mesh } from "babylonjs/Meshes/mesh";
  58782. import { ISceneComponent } from "babylonjs/sceneComponent";
  58783. import { Scene } from "babylonjs/scene";
  58784. import { Node } from "babylonjs/node";
  58785. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  58786. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58787. module "babylonjs/scene" {
  58788. interface Scene {
  58789. /** @hidden (Backing field) */
  58790. _physicsEngine: Nullable<IPhysicsEngine>;
  58791. /**
  58792. * Gets the current physics engine
  58793. * @returns a IPhysicsEngine or null if none attached
  58794. */
  58795. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58796. /**
  58797. * Enables physics to the current scene
  58798. * @param gravity defines the scene's gravity for the physics engine
  58799. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58800. * @return a boolean indicating if the physics engine was initialized
  58801. */
  58802. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58803. /**
  58804. * Disables and disposes the physics engine associated with the scene
  58805. */
  58806. disablePhysicsEngine(): void;
  58807. /**
  58808. * Gets a boolean indicating if there is an active physics engine
  58809. * @returns a boolean indicating if there is an active physics engine
  58810. */
  58811. isPhysicsEnabled(): boolean;
  58812. /**
  58813. * Deletes a physics compound impostor
  58814. * @param compound defines the compound to delete
  58815. */
  58816. deleteCompoundImpostor(compound: any): void;
  58817. /**
  58818. * An event triggered when physic simulation is about to be run
  58819. */
  58820. onBeforePhysicsObservable: Observable<Scene>;
  58821. /**
  58822. * An event triggered when physic simulation has been done
  58823. */
  58824. onAfterPhysicsObservable: Observable<Scene>;
  58825. }
  58826. }
  58827. module "babylonjs/Meshes/abstractMesh" {
  58828. interface AbstractMesh {
  58829. /** @hidden */
  58830. _physicsImpostor: Nullable<PhysicsImpostor>;
  58831. /**
  58832. * Gets or sets impostor used for physic simulation
  58833. * @see http://doc.babylonjs.com/features/physics_engine
  58834. */
  58835. physicsImpostor: Nullable<PhysicsImpostor>;
  58836. /**
  58837. * Gets the current physics impostor
  58838. * @see http://doc.babylonjs.com/features/physics_engine
  58839. * @returns a physics impostor or null
  58840. */
  58841. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58842. /** Apply a physic impulse to the mesh
  58843. * @param force defines the force to apply
  58844. * @param contactPoint defines where to apply the force
  58845. * @returns the current mesh
  58846. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58847. */
  58848. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58849. /**
  58850. * Creates a physic joint between two meshes
  58851. * @param otherMesh defines the other mesh to use
  58852. * @param pivot1 defines the pivot to use on this mesh
  58853. * @param pivot2 defines the pivot to use on the other mesh
  58854. * @param options defines additional options (can be plugin dependent)
  58855. * @returns the current mesh
  58856. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58857. */
  58858. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58859. /** @hidden */
  58860. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58861. }
  58862. }
  58863. /**
  58864. * Defines the physics engine scene component responsible to manage a physics engine
  58865. */
  58866. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58867. /**
  58868. * The component name helpful to identify the component in the list of scene components.
  58869. */
  58870. readonly name: string;
  58871. /**
  58872. * The scene the component belongs to.
  58873. */
  58874. scene: Scene;
  58875. /**
  58876. * Creates a new instance of the component for the given scene
  58877. * @param scene Defines the scene to register the component in
  58878. */
  58879. constructor(scene: Scene);
  58880. /**
  58881. * Registers the component in a given scene
  58882. */
  58883. register(): void;
  58884. /**
  58885. * Rebuilds the elements related to this component in case of
  58886. * context lost for instance.
  58887. */
  58888. rebuild(): void;
  58889. /**
  58890. * Disposes the component and the associated ressources
  58891. */
  58892. dispose(): void;
  58893. }
  58894. }
  58895. declare module "babylonjs/Physics/physicsHelper" {
  58896. import { Nullable } from "babylonjs/types";
  58897. import { Vector3 } from "babylonjs/Maths/math.vector";
  58898. import { Mesh } from "babylonjs/Meshes/mesh";
  58899. import { Scene } from "babylonjs/scene";
  58900. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58901. /**
  58902. * A helper for physics simulations
  58903. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58904. */
  58905. export class PhysicsHelper {
  58906. private _scene;
  58907. private _physicsEngine;
  58908. /**
  58909. * Initializes the Physics helper
  58910. * @param scene Babylon.js scene
  58911. */
  58912. constructor(scene: Scene);
  58913. /**
  58914. * Applies a radial explosion impulse
  58915. * @param origin the origin of the explosion
  58916. * @param radiusOrEventOptions the radius or the options of radial explosion
  58917. * @param strength the explosion strength
  58918. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58919. * @returns A physics radial explosion event, or null
  58920. */
  58921. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58922. /**
  58923. * Applies a radial explosion force
  58924. * @param origin the origin of the explosion
  58925. * @param radiusOrEventOptions the radius or the options of radial explosion
  58926. * @param strength the explosion strength
  58927. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58928. * @returns A physics radial explosion event, or null
  58929. */
  58930. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58931. /**
  58932. * Creates a gravitational field
  58933. * @param origin the origin of the explosion
  58934. * @param radiusOrEventOptions the radius or the options of radial explosion
  58935. * @param strength the explosion strength
  58936. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58937. * @returns A physics gravitational field event, or null
  58938. */
  58939. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  58940. /**
  58941. * Creates a physics updraft event
  58942. * @param origin the origin of the updraft
  58943. * @param radiusOrEventOptions the radius or the options of the updraft
  58944. * @param strength the strength of the updraft
  58945. * @param height the height of the updraft
  58946. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  58947. * @returns A physics updraft event, or null
  58948. */
  58949. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  58950. /**
  58951. * Creates a physics vortex event
  58952. * @param origin the of the vortex
  58953. * @param radiusOrEventOptions the radius or the options of the vortex
  58954. * @param strength the strength of the vortex
  58955. * @param height the height of the vortex
  58956. * @returns a Physics vortex event, or null
  58957. * A physics vortex event or null
  58958. */
  58959. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  58960. }
  58961. /**
  58962. * Represents a physics radial explosion event
  58963. */
  58964. class PhysicsRadialExplosionEvent {
  58965. private _scene;
  58966. private _options;
  58967. private _sphere;
  58968. private _dataFetched;
  58969. /**
  58970. * Initializes a radial explosioin event
  58971. * @param _scene BabylonJS scene
  58972. * @param _options The options for the vortex event
  58973. */
  58974. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58975. /**
  58976. * Returns the data related to the radial explosion event (sphere).
  58977. * @returns The radial explosion event data
  58978. */
  58979. getData(): PhysicsRadialExplosionEventData;
  58980. /**
  58981. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58982. * @param impostor A physics imposter
  58983. * @param origin the origin of the explosion
  58984. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58985. */
  58986. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58987. /**
  58988. * Triggers affecterd impostors callbacks
  58989. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58990. */
  58991. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58992. /**
  58993. * Disposes the sphere.
  58994. * @param force Specifies if the sphere should be disposed by force
  58995. */
  58996. dispose(force?: boolean): void;
  58997. /*** Helpers ***/
  58998. private _prepareSphere;
  58999. private _intersectsWithSphere;
  59000. }
  59001. /**
  59002. * Represents a gravitational field event
  59003. */
  59004. class PhysicsGravitationalFieldEvent {
  59005. private _physicsHelper;
  59006. private _scene;
  59007. private _origin;
  59008. private _options;
  59009. private _tickCallback;
  59010. private _sphere;
  59011. private _dataFetched;
  59012. /**
  59013. * Initializes the physics gravitational field event
  59014. * @param _physicsHelper A physics helper
  59015. * @param _scene BabylonJS scene
  59016. * @param _origin The origin position of the gravitational field event
  59017. * @param _options The options for the vortex event
  59018. */
  59019. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  59020. /**
  59021. * Returns the data related to the gravitational field event (sphere).
  59022. * @returns A gravitational field event
  59023. */
  59024. getData(): PhysicsGravitationalFieldEventData;
  59025. /**
  59026. * Enables the gravitational field.
  59027. */
  59028. enable(): void;
  59029. /**
  59030. * Disables the gravitational field.
  59031. */
  59032. disable(): void;
  59033. /**
  59034. * Disposes the sphere.
  59035. * @param force The force to dispose from the gravitational field event
  59036. */
  59037. dispose(force?: boolean): void;
  59038. private _tick;
  59039. }
  59040. /**
  59041. * Represents a physics updraft event
  59042. */
  59043. class PhysicsUpdraftEvent {
  59044. private _scene;
  59045. private _origin;
  59046. private _options;
  59047. private _physicsEngine;
  59048. private _originTop;
  59049. private _originDirection;
  59050. private _tickCallback;
  59051. private _cylinder;
  59052. private _cylinderPosition;
  59053. private _dataFetched;
  59054. /**
  59055. * Initializes the physics updraft event
  59056. * @param _scene BabylonJS scene
  59057. * @param _origin The origin position of the updraft
  59058. * @param _options The options for the updraft event
  59059. */
  59060. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  59061. /**
  59062. * Returns the data related to the updraft event (cylinder).
  59063. * @returns A physics updraft event
  59064. */
  59065. getData(): PhysicsUpdraftEventData;
  59066. /**
  59067. * Enables the updraft.
  59068. */
  59069. enable(): void;
  59070. /**
  59071. * Disables the updraft.
  59072. */
  59073. disable(): void;
  59074. /**
  59075. * Disposes the cylinder.
  59076. * @param force Specifies if the updraft should be disposed by force
  59077. */
  59078. dispose(force?: boolean): void;
  59079. private getImpostorHitData;
  59080. private _tick;
  59081. /*** Helpers ***/
  59082. private _prepareCylinder;
  59083. private _intersectsWithCylinder;
  59084. }
  59085. /**
  59086. * Represents a physics vortex event
  59087. */
  59088. class PhysicsVortexEvent {
  59089. private _scene;
  59090. private _origin;
  59091. private _options;
  59092. private _physicsEngine;
  59093. private _originTop;
  59094. private _tickCallback;
  59095. private _cylinder;
  59096. private _cylinderPosition;
  59097. private _dataFetched;
  59098. /**
  59099. * Initializes the physics vortex event
  59100. * @param _scene The BabylonJS scene
  59101. * @param _origin The origin position of the vortex
  59102. * @param _options The options for the vortex event
  59103. */
  59104. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  59105. /**
  59106. * Returns the data related to the vortex event (cylinder).
  59107. * @returns The physics vortex event data
  59108. */
  59109. getData(): PhysicsVortexEventData;
  59110. /**
  59111. * Enables the vortex.
  59112. */
  59113. enable(): void;
  59114. /**
  59115. * Disables the cortex.
  59116. */
  59117. disable(): void;
  59118. /**
  59119. * Disposes the sphere.
  59120. * @param force
  59121. */
  59122. dispose(force?: boolean): void;
  59123. private getImpostorHitData;
  59124. private _tick;
  59125. /*** Helpers ***/
  59126. private _prepareCylinder;
  59127. private _intersectsWithCylinder;
  59128. }
  59129. /**
  59130. * Options fot the radial explosion event
  59131. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59132. */
  59133. export class PhysicsRadialExplosionEventOptions {
  59134. /**
  59135. * The radius of the sphere for the radial explosion.
  59136. */
  59137. radius: number;
  59138. /**
  59139. * The strenth of the explosion.
  59140. */
  59141. strength: number;
  59142. /**
  59143. * The strenght of the force in correspondence to the distance of the affected object
  59144. */
  59145. falloff: PhysicsRadialImpulseFalloff;
  59146. /**
  59147. * Sphere options for the radial explosion.
  59148. */
  59149. sphere: {
  59150. segments: number;
  59151. diameter: number;
  59152. };
  59153. /**
  59154. * Sphere options for the radial explosion.
  59155. */
  59156. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  59157. }
  59158. /**
  59159. * Options fot the updraft event
  59160. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59161. */
  59162. export class PhysicsUpdraftEventOptions {
  59163. /**
  59164. * The radius of the cylinder for the vortex
  59165. */
  59166. radius: number;
  59167. /**
  59168. * The strenth of the updraft.
  59169. */
  59170. strength: number;
  59171. /**
  59172. * The height of the cylinder for the updraft.
  59173. */
  59174. height: number;
  59175. /**
  59176. * The mode for the the updraft.
  59177. */
  59178. updraftMode: PhysicsUpdraftMode;
  59179. }
  59180. /**
  59181. * Options fot the vortex event
  59182. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59183. */
  59184. export class PhysicsVortexEventOptions {
  59185. /**
  59186. * The radius of the cylinder for the vortex
  59187. */
  59188. radius: number;
  59189. /**
  59190. * The strenth of the vortex.
  59191. */
  59192. strength: number;
  59193. /**
  59194. * The height of the cylinder for the vortex.
  59195. */
  59196. height: number;
  59197. /**
  59198. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  59199. */
  59200. centripetalForceThreshold: number;
  59201. /**
  59202. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  59203. */
  59204. centripetalForceMultiplier: number;
  59205. /**
  59206. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  59207. */
  59208. centrifugalForceMultiplier: number;
  59209. /**
  59210. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  59211. */
  59212. updraftForceMultiplier: number;
  59213. }
  59214. /**
  59215. * The strenght of the force in correspondence to the distance of the affected object
  59216. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59217. */
  59218. export enum PhysicsRadialImpulseFalloff {
  59219. /** Defines that impulse is constant in strength across it's whole radius */
  59220. Constant = 0,
  59221. /** Defines that impulse gets weaker if it's further from the origin */
  59222. Linear = 1
  59223. }
  59224. /**
  59225. * The strength of the force in correspondence to the distance of the affected object
  59226. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59227. */
  59228. export enum PhysicsUpdraftMode {
  59229. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  59230. Center = 0,
  59231. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  59232. Perpendicular = 1
  59233. }
  59234. /**
  59235. * Interface for a physics hit data
  59236. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59237. */
  59238. export interface PhysicsHitData {
  59239. /**
  59240. * The force applied at the contact point
  59241. */
  59242. force: Vector3;
  59243. /**
  59244. * The contact point
  59245. */
  59246. contactPoint: Vector3;
  59247. /**
  59248. * The distance from the origin to the contact point
  59249. */
  59250. distanceFromOrigin: number;
  59251. }
  59252. /**
  59253. * Interface for radial explosion event data
  59254. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59255. */
  59256. export interface PhysicsRadialExplosionEventData {
  59257. /**
  59258. * A sphere used for the radial explosion event
  59259. */
  59260. sphere: Mesh;
  59261. }
  59262. /**
  59263. * Interface for gravitational field event data
  59264. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59265. */
  59266. export interface PhysicsGravitationalFieldEventData {
  59267. /**
  59268. * A sphere mesh used for the gravitational field event
  59269. */
  59270. sphere: Mesh;
  59271. }
  59272. /**
  59273. * Interface for updraft event data
  59274. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59275. */
  59276. export interface PhysicsUpdraftEventData {
  59277. /**
  59278. * A cylinder used for the updraft event
  59279. */
  59280. cylinder: Mesh;
  59281. }
  59282. /**
  59283. * Interface for vortex event data
  59284. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59285. */
  59286. export interface PhysicsVortexEventData {
  59287. /**
  59288. * A cylinder used for the vortex event
  59289. */
  59290. cylinder: Mesh;
  59291. }
  59292. /**
  59293. * Interface for an affected physics impostor
  59294. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59295. */
  59296. export interface PhysicsAffectedImpostorWithData {
  59297. /**
  59298. * The impostor affected by the effect
  59299. */
  59300. impostor: PhysicsImpostor;
  59301. /**
  59302. * The data about the hit/horce from the explosion
  59303. */
  59304. hitData: PhysicsHitData;
  59305. }
  59306. }
  59307. declare module "babylonjs/Physics/Plugins/index" {
  59308. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59309. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59310. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59311. }
  59312. declare module "babylonjs/Physics/index" {
  59313. export * from "babylonjs/Physics/IPhysicsEngine";
  59314. export * from "babylonjs/Physics/physicsEngine";
  59315. export * from "babylonjs/Physics/physicsEngineComponent";
  59316. export * from "babylonjs/Physics/physicsHelper";
  59317. export * from "babylonjs/Physics/physicsImpostor";
  59318. export * from "babylonjs/Physics/physicsJoint";
  59319. export * from "babylonjs/Physics/Plugins/index";
  59320. }
  59321. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59322. /** @hidden */
  59323. export var blackAndWhitePixelShader: {
  59324. name: string;
  59325. shader: string;
  59326. };
  59327. }
  59328. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59329. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59330. import { Camera } from "babylonjs/Cameras/camera";
  59331. import { Engine } from "babylonjs/Engines/engine";
  59332. import "babylonjs/Shaders/blackAndWhite.fragment";
  59333. /**
  59334. * Post process used to render in black and white
  59335. */
  59336. export class BlackAndWhitePostProcess extends PostProcess {
  59337. /**
  59338. * Linear about to convert he result to black and white (default: 1)
  59339. */
  59340. degree: number;
  59341. /**
  59342. * Creates a black and white post process
  59343. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59344. * @param name The name of the effect.
  59345. * @param options The required width/height ratio to downsize to before computing the render pass.
  59346. * @param camera The camera to apply the render pass to.
  59347. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59348. * @param engine The engine which the post process will be applied. (default: current engine)
  59349. * @param reusable If the post process can be reused on the same frame. (default: false)
  59350. */
  59351. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59352. }
  59353. }
  59354. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59355. import { Nullable } from "babylonjs/types";
  59356. import { Camera } from "babylonjs/Cameras/camera";
  59357. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59358. import { Engine } from "babylonjs/Engines/engine";
  59359. /**
  59360. * This represents a set of one or more post processes in Babylon.
  59361. * A post process can be used to apply a shader to a texture after it is rendered.
  59362. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59363. */
  59364. export class PostProcessRenderEffect {
  59365. private _postProcesses;
  59366. private _getPostProcesses;
  59367. private _singleInstance;
  59368. private _cameras;
  59369. private _indicesForCamera;
  59370. /**
  59371. * Name of the effect
  59372. * @hidden
  59373. */
  59374. _name: string;
  59375. /**
  59376. * Instantiates a post process render effect.
  59377. * A post process can be used to apply a shader to a texture after it is rendered.
  59378. * @param engine The engine the effect is tied to
  59379. * @param name The name of the effect
  59380. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59381. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59382. */
  59383. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59384. /**
  59385. * Checks if all the post processes in the effect are supported.
  59386. */
  59387. readonly isSupported: boolean;
  59388. /**
  59389. * Updates the current state of the effect
  59390. * @hidden
  59391. */
  59392. _update(): void;
  59393. /**
  59394. * Attaches the effect on cameras
  59395. * @param cameras The camera to attach to.
  59396. * @hidden
  59397. */
  59398. _attachCameras(cameras: Camera): void;
  59399. /**
  59400. * Attaches the effect on cameras
  59401. * @param cameras The camera to attach to.
  59402. * @hidden
  59403. */
  59404. _attachCameras(cameras: Camera[]): void;
  59405. /**
  59406. * Detaches the effect on cameras
  59407. * @param cameras The camera to detatch from.
  59408. * @hidden
  59409. */
  59410. _detachCameras(cameras: Camera): void;
  59411. /**
  59412. * Detatches the effect on cameras
  59413. * @param cameras The camera to detatch from.
  59414. * @hidden
  59415. */
  59416. _detachCameras(cameras: Camera[]): void;
  59417. /**
  59418. * Enables the effect on given cameras
  59419. * @param cameras The camera to enable.
  59420. * @hidden
  59421. */
  59422. _enable(cameras: Camera): void;
  59423. /**
  59424. * Enables the effect on given cameras
  59425. * @param cameras The camera to enable.
  59426. * @hidden
  59427. */
  59428. _enable(cameras: Nullable<Camera[]>): void;
  59429. /**
  59430. * Disables the effect on the given cameras
  59431. * @param cameras The camera to disable.
  59432. * @hidden
  59433. */
  59434. _disable(cameras: Camera): void;
  59435. /**
  59436. * Disables the effect on the given cameras
  59437. * @param cameras The camera to disable.
  59438. * @hidden
  59439. */
  59440. _disable(cameras: Nullable<Camera[]>): void;
  59441. /**
  59442. * Gets a list of the post processes contained in the effect.
  59443. * @param camera The camera to get the post processes on.
  59444. * @returns The list of the post processes in the effect.
  59445. */
  59446. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59447. }
  59448. }
  59449. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59450. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59451. /** @hidden */
  59452. export var extractHighlightsPixelShader: {
  59453. name: string;
  59454. shader: string;
  59455. };
  59456. }
  59457. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59458. import { Nullable } from "babylonjs/types";
  59459. import { Camera } from "babylonjs/Cameras/camera";
  59460. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59461. import { Engine } from "babylonjs/Engines/engine";
  59462. import "babylonjs/Shaders/extractHighlights.fragment";
  59463. /**
  59464. * 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.
  59465. */
  59466. export class ExtractHighlightsPostProcess extends PostProcess {
  59467. /**
  59468. * The luminance threshold, pixels below this value will be set to black.
  59469. */
  59470. threshold: number;
  59471. /** @hidden */
  59472. _exposure: number;
  59473. /**
  59474. * Post process which has the input texture to be used when performing highlight extraction
  59475. * @hidden
  59476. */
  59477. _inputPostProcess: Nullable<PostProcess>;
  59478. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59479. }
  59480. }
  59481. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59482. /** @hidden */
  59483. export var bloomMergePixelShader: {
  59484. name: string;
  59485. shader: string;
  59486. };
  59487. }
  59488. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59489. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59490. import { Nullable } from "babylonjs/types";
  59491. import { Engine } from "babylonjs/Engines/engine";
  59492. import { Camera } from "babylonjs/Cameras/camera";
  59493. import "babylonjs/Shaders/bloomMerge.fragment";
  59494. /**
  59495. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59496. */
  59497. export class BloomMergePostProcess extends PostProcess {
  59498. /** Weight of the bloom to be added to the original input. */
  59499. weight: number;
  59500. /**
  59501. * Creates a new instance of @see BloomMergePostProcess
  59502. * @param name The name of the effect.
  59503. * @param originalFromInput Post process which's input will be used for the merge.
  59504. * @param blurred Blurred highlights post process which's output will be used.
  59505. * @param weight Weight of the bloom to be added to the original input.
  59506. * @param options The required width/height ratio to downsize to before computing the render pass.
  59507. * @param camera The camera to apply the render pass to.
  59508. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59509. * @param engine The engine which the post process will be applied. (default: current engine)
  59510. * @param reusable If the post process can be reused on the same frame. (default: false)
  59511. * @param textureType Type of textures used when performing the post process. (default: 0)
  59512. * @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)
  59513. */
  59514. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59515. /** Weight of the bloom to be added to the original input. */
  59516. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59517. }
  59518. }
  59519. declare module "babylonjs/PostProcesses/bloomEffect" {
  59520. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59521. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59522. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59523. import { Camera } from "babylonjs/Cameras/camera";
  59524. import { Scene } from "babylonjs/scene";
  59525. /**
  59526. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59527. */
  59528. export class BloomEffect extends PostProcessRenderEffect {
  59529. private bloomScale;
  59530. /**
  59531. * @hidden Internal
  59532. */
  59533. _effects: Array<PostProcess>;
  59534. /**
  59535. * @hidden Internal
  59536. */
  59537. _downscale: ExtractHighlightsPostProcess;
  59538. private _blurX;
  59539. private _blurY;
  59540. private _merge;
  59541. /**
  59542. * The luminance threshold to find bright areas of the image to bloom.
  59543. */
  59544. threshold: number;
  59545. /**
  59546. * The strength of the bloom.
  59547. */
  59548. weight: number;
  59549. /**
  59550. * Specifies the size of the bloom blur kernel, relative to the final output size
  59551. */
  59552. kernel: number;
  59553. /**
  59554. * Creates a new instance of @see BloomEffect
  59555. * @param scene The scene the effect belongs to.
  59556. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59557. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59558. * @param bloomWeight The the strength of bloom.
  59559. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59560. * @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)
  59561. */
  59562. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59563. /**
  59564. * Disposes each of the internal effects for a given camera.
  59565. * @param camera The camera to dispose the effect on.
  59566. */
  59567. disposeEffects(camera: Camera): void;
  59568. /**
  59569. * @hidden Internal
  59570. */
  59571. _updateEffects(): void;
  59572. /**
  59573. * Internal
  59574. * @returns if all the contained post processes are ready.
  59575. * @hidden
  59576. */
  59577. _isReady(): boolean;
  59578. }
  59579. }
  59580. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59581. /** @hidden */
  59582. export var chromaticAberrationPixelShader: {
  59583. name: string;
  59584. shader: string;
  59585. };
  59586. }
  59587. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59588. import { Vector2 } from "babylonjs/Maths/math.vector";
  59589. import { Nullable } from "babylonjs/types";
  59590. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59591. import { Camera } from "babylonjs/Cameras/camera";
  59592. import { Engine } from "babylonjs/Engines/engine";
  59593. import "babylonjs/Shaders/chromaticAberration.fragment";
  59594. /**
  59595. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59596. */
  59597. export class ChromaticAberrationPostProcess extends PostProcess {
  59598. /**
  59599. * The amount of seperation of rgb channels (default: 30)
  59600. */
  59601. aberrationAmount: number;
  59602. /**
  59603. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59604. */
  59605. radialIntensity: number;
  59606. /**
  59607. * 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))
  59608. */
  59609. direction: Vector2;
  59610. /**
  59611. * 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))
  59612. */
  59613. centerPosition: Vector2;
  59614. /**
  59615. * Creates a new instance ChromaticAberrationPostProcess
  59616. * @param name The name of the effect.
  59617. * @param screenWidth The width of the screen to apply the effect on.
  59618. * @param screenHeight The height of the screen to apply the effect on.
  59619. * @param options The required width/height ratio to downsize to before computing the render pass.
  59620. * @param camera The camera to apply the render pass to.
  59621. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59622. * @param engine The engine which the post process will be applied. (default: current engine)
  59623. * @param reusable If the post process can be reused on the same frame. (default: false)
  59624. * @param textureType Type of textures used when performing the post process. (default: 0)
  59625. * @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)
  59626. */
  59627. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59628. }
  59629. }
  59630. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59631. /** @hidden */
  59632. export var circleOfConfusionPixelShader: {
  59633. name: string;
  59634. shader: string;
  59635. };
  59636. }
  59637. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59638. import { Nullable } from "babylonjs/types";
  59639. import { Engine } from "babylonjs/Engines/engine";
  59640. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59641. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59642. import { Camera } from "babylonjs/Cameras/camera";
  59643. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59644. /**
  59645. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59646. */
  59647. export class CircleOfConfusionPostProcess extends PostProcess {
  59648. /**
  59649. * 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.
  59650. */
  59651. lensSize: number;
  59652. /**
  59653. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59654. */
  59655. fStop: number;
  59656. /**
  59657. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59658. */
  59659. focusDistance: number;
  59660. /**
  59661. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59662. */
  59663. focalLength: number;
  59664. private _depthTexture;
  59665. /**
  59666. * Creates a new instance CircleOfConfusionPostProcess
  59667. * @param name The name of the effect.
  59668. * @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.
  59669. * @param options The required width/height ratio to downsize to before computing the render pass.
  59670. * @param camera The camera to apply the render pass to.
  59671. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59672. * @param engine The engine which the post process will be applied. (default: current engine)
  59673. * @param reusable If the post process can be reused on the same frame. (default: false)
  59674. * @param textureType Type of textures used when performing the post process. (default: 0)
  59675. * @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)
  59676. */
  59677. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59678. /**
  59679. * 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.
  59680. */
  59681. depthTexture: RenderTargetTexture;
  59682. }
  59683. }
  59684. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59685. /** @hidden */
  59686. export var colorCorrectionPixelShader: {
  59687. name: string;
  59688. shader: string;
  59689. };
  59690. }
  59691. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59692. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59693. import { Engine } from "babylonjs/Engines/engine";
  59694. import { Camera } from "babylonjs/Cameras/camera";
  59695. import "babylonjs/Shaders/colorCorrection.fragment";
  59696. /**
  59697. *
  59698. * This post-process allows the modification of rendered colors by using
  59699. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59700. *
  59701. * The object needs to be provided an url to a texture containing the color
  59702. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59703. * Use an image editing software to tweak the LUT to match your needs.
  59704. *
  59705. * For an example of a color LUT, see here:
  59706. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59707. * For explanations on color grading, see here:
  59708. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59709. *
  59710. */
  59711. export class ColorCorrectionPostProcess extends PostProcess {
  59712. private _colorTableTexture;
  59713. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59714. }
  59715. }
  59716. declare module "babylonjs/Shaders/convolution.fragment" {
  59717. /** @hidden */
  59718. export var convolutionPixelShader: {
  59719. name: string;
  59720. shader: string;
  59721. };
  59722. }
  59723. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  59724. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59725. import { Nullable } from "babylonjs/types";
  59726. import { Camera } from "babylonjs/Cameras/camera";
  59727. import { Engine } from "babylonjs/Engines/engine";
  59728. import "babylonjs/Shaders/convolution.fragment";
  59729. /**
  59730. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59731. * input texture to perform effects such as edge detection or sharpening
  59732. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59733. */
  59734. export class ConvolutionPostProcess extends PostProcess {
  59735. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59736. kernel: number[];
  59737. /**
  59738. * Creates a new instance ConvolutionPostProcess
  59739. * @param name The name of the effect.
  59740. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59741. * @param options The required width/height ratio to downsize to before computing the render pass.
  59742. * @param camera The camera to apply the render pass to.
  59743. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59744. * @param engine The engine which the post process will be applied. (default: current engine)
  59745. * @param reusable If the post process can be reused on the same frame. (default: false)
  59746. * @param textureType Type of textures used when performing the post process. (default: 0)
  59747. */
  59748. constructor(name: string,
  59749. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59750. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59751. /**
  59752. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59753. */
  59754. static EdgeDetect0Kernel: number[];
  59755. /**
  59756. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59757. */
  59758. static EdgeDetect1Kernel: number[];
  59759. /**
  59760. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59761. */
  59762. static EdgeDetect2Kernel: number[];
  59763. /**
  59764. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59765. */
  59766. static SharpenKernel: number[];
  59767. /**
  59768. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59769. */
  59770. static EmbossKernel: number[];
  59771. /**
  59772. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59773. */
  59774. static GaussianKernel: number[];
  59775. }
  59776. }
  59777. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  59778. import { Nullable } from "babylonjs/types";
  59779. import { Vector2 } from "babylonjs/Maths/math.vector";
  59780. import { Camera } from "babylonjs/Cameras/camera";
  59781. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59782. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  59783. import { Engine } from "babylonjs/Engines/engine";
  59784. import { Scene } from "babylonjs/scene";
  59785. /**
  59786. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59787. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59788. * based on samples that have a large difference in distance than the center pixel.
  59789. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59790. */
  59791. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59792. direction: Vector2;
  59793. /**
  59794. * Creates a new instance CircleOfConfusionPostProcess
  59795. * @param name The name of the effect.
  59796. * @param scene The scene the effect belongs to.
  59797. * @param direction The direction the blur should be applied.
  59798. * @param kernel The size of the kernel used to blur.
  59799. * @param options The required width/height ratio to downsize to before computing the render pass.
  59800. * @param camera The camera to apply the render pass to.
  59801. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59802. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59803. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59804. * @param engine The engine which the post process will be applied. (default: current engine)
  59805. * @param reusable If the post process can be reused on the same frame. (default: false)
  59806. * @param textureType Type of textures used when performing the post process. (default: 0)
  59807. * @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)
  59808. */
  59809. 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);
  59810. }
  59811. }
  59812. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  59813. /** @hidden */
  59814. export var depthOfFieldMergePixelShader: {
  59815. name: string;
  59816. shader: string;
  59817. };
  59818. }
  59819. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  59820. import { Nullable } from "babylonjs/types";
  59821. import { Camera } from "babylonjs/Cameras/camera";
  59822. import { Effect } from "babylonjs/Materials/effect";
  59823. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59824. import { Engine } from "babylonjs/Engines/engine";
  59825. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  59826. /**
  59827. * Options to be set when merging outputs from the default pipeline.
  59828. */
  59829. export class DepthOfFieldMergePostProcessOptions {
  59830. /**
  59831. * The original image to merge on top of
  59832. */
  59833. originalFromInput: PostProcess;
  59834. /**
  59835. * Parameters to perform the merge of the depth of field effect
  59836. */
  59837. depthOfField?: {
  59838. circleOfConfusion: PostProcess;
  59839. blurSteps: Array<PostProcess>;
  59840. };
  59841. /**
  59842. * Parameters to perform the merge of bloom effect
  59843. */
  59844. bloom?: {
  59845. blurred: PostProcess;
  59846. weight: number;
  59847. };
  59848. }
  59849. /**
  59850. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59851. */
  59852. export class DepthOfFieldMergePostProcess extends PostProcess {
  59853. private blurSteps;
  59854. /**
  59855. * Creates a new instance of DepthOfFieldMergePostProcess
  59856. * @param name The name of the effect.
  59857. * @param originalFromInput Post process which's input will be used for the merge.
  59858. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59859. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59860. * @param options The required width/height ratio to downsize to before computing the render pass.
  59861. * @param camera The camera to apply the render pass to.
  59862. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59863. * @param engine The engine which the post process will be applied. (default: current engine)
  59864. * @param reusable If the post process can be reused on the same frame. (default: false)
  59865. * @param textureType Type of textures used when performing the post process. (default: 0)
  59866. * @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)
  59867. */
  59868. 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);
  59869. /**
  59870. * Updates the effect with the current post process compile time values and recompiles the shader.
  59871. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  59872. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  59873. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  59874. * @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
  59875. * @param onCompiled Called when the shader has been compiled.
  59876. * @param onError Called if there is an error when compiling a shader.
  59877. */
  59878. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  59879. }
  59880. }
  59881. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  59882. import { Nullable } from "babylonjs/types";
  59883. import { Camera } from "babylonjs/Cameras/camera";
  59884. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59885. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59886. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59887. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  59888. import { Scene } from "babylonjs/scene";
  59889. /**
  59890. * Specifies the level of max blur that should be applied when using the depth of field effect
  59891. */
  59892. export enum DepthOfFieldEffectBlurLevel {
  59893. /**
  59894. * Subtle blur
  59895. */
  59896. Low = 0,
  59897. /**
  59898. * Medium blur
  59899. */
  59900. Medium = 1,
  59901. /**
  59902. * Large blur
  59903. */
  59904. High = 2
  59905. }
  59906. /**
  59907. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  59908. */
  59909. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  59910. private _circleOfConfusion;
  59911. /**
  59912. * @hidden Internal, blurs from high to low
  59913. */
  59914. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  59915. private _depthOfFieldBlurY;
  59916. private _dofMerge;
  59917. /**
  59918. * @hidden Internal post processes in depth of field effect
  59919. */
  59920. _effects: Array<PostProcess>;
  59921. /**
  59922. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  59923. */
  59924. focalLength: number;
  59925. /**
  59926. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59927. */
  59928. fStop: number;
  59929. /**
  59930. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59931. */
  59932. focusDistance: number;
  59933. /**
  59934. * 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.
  59935. */
  59936. lensSize: number;
  59937. /**
  59938. * Creates a new instance DepthOfFieldEffect
  59939. * @param scene The scene the effect belongs to.
  59940. * @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.
  59941. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59942. * @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)
  59943. */
  59944. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  59945. /**
  59946. * Get the current class name of the current effet
  59947. * @returns "DepthOfFieldEffect"
  59948. */
  59949. getClassName(): string;
  59950. /**
  59951. * 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.
  59952. */
  59953. depthTexture: RenderTargetTexture;
  59954. /**
  59955. * Disposes each of the internal effects for a given camera.
  59956. * @param camera The camera to dispose the effect on.
  59957. */
  59958. disposeEffects(camera: Camera): void;
  59959. /**
  59960. * @hidden Internal
  59961. */
  59962. _updateEffects(): void;
  59963. /**
  59964. * Internal
  59965. * @returns if all the contained post processes are ready.
  59966. * @hidden
  59967. */
  59968. _isReady(): boolean;
  59969. }
  59970. }
  59971. declare module "babylonjs/Shaders/displayPass.fragment" {
  59972. /** @hidden */
  59973. export var displayPassPixelShader: {
  59974. name: string;
  59975. shader: string;
  59976. };
  59977. }
  59978. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  59979. import { Nullable } from "babylonjs/types";
  59980. import { Camera } from "babylonjs/Cameras/camera";
  59981. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59982. import { Engine } from "babylonjs/Engines/engine";
  59983. import "babylonjs/Shaders/displayPass.fragment";
  59984. /**
  59985. * DisplayPassPostProcess which produces an output the same as it's input
  59986. */
  59987. export class DisplayPassPostProcess extends PostProcess {
  59988. /**
  59989. * Creates the DisplayPassPostProcess
  59990. * @param name The name of the effect.
  59991. * @param options The required width/height ratio to downsize to before computing the render pass.
  59992. * @param camera The camera to apply the render pass to.
  59993. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59994. * @param engine The engine which the post process will be applied. (default: current engine)
  59995. * @param reusable If the post process can be reused on the same frame. (default: false)
  59996. */
  59997. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59998. }
  59999. }
  60000. declare module "babylonjs/Shaders/filter.fragment" {
  60001. /** @hidden */
  60002. export var filterPixelShader: {
  60003. name: string;
  60004. shader: string;
  60005. };
  60006. }
  60007. declare module "babylonjs/PostProcesses/filterPostProcess" {
  60008. import { Nullable } from "babylonjs/types";
  60009. import { Matrix } from "babylonjs/Maths/math.vector";
  60010. import { Camera } from "babylonjs/Cameras/camera";
  60011. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60012. import { Engine } from "babylonjs/Engines/engine";
  60013. import "babylonjs/Shaders/filter.fragment";
  60014. /**
  60015. * Applies a kernel filter to the image
  60016. */
  60017. export class FilterPostProcess extends PostProcess {
  60018. /** The matrix to be applied to the image */
  60019. kernelMatrix: Matrix;
  60020. /**
  60021. *
  60022. * @param name The name of the effect.
  60023. * @param kernelMatrix The matrix to be applied to the image
  60024. * @param options The required width/height ratio to downsize to before computing the render pass.
  60025. * @param camera The camera to apply the render pass to.
  60026. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60027. * @param engine The engine which the post process will be applied. (default: current engine)
  60028. * @param reusable If the post process can be reused on the same frame. (default: false)
  60029. */
  60030. constructor(name: string,
  60031. /** The matrix to be applied to the image */
  60032. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60033. }
  60034. }
  60035. declare module "babylonjs/Shaders/fxaa.fragment" {
  60036. /** @hidden */
  60037. export var fxaaPixelShader: {
  60038. name: string;
  60039. shader: string;
  60040. };
  60041. }
  60042. declare module "babylonjs/Shaders/fxaa.vertex" {
  60043. /** @hidden */
  60044. export var fxaaVertexShader: {
  60045. name: string;
  60046. shader: string;
  60047. };
  60048. }
  60049. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  60050. import { Nullable } from "babylonjs/types";
  60051. import { Camera } from "babylonjs/Cameras/camera";
  60052. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60053. import { Engine } from "babylonjs/Engines/engine";
  60054. import "babylonjs/Shaders/fxaa.fragment";
  60055. import "babylonjs/Shaders/fxaa.vertex";
  60056. /**
  60057. * Fxaa post process
  60058. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  60059. */
  60060. export class FxaaPostProcess extends PostProcess {
  60061. /** @hidden */
  60062. texelWidth: number;
  60063. /** @hidden */
  60064. texelHeight: number;
  60065. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60066. private _getDefines;
  60067. }
  60068. }
  60069. declare module "babylonjs/Shaders/grain.fragment" {
  60070. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60071. /** @hidden */
  60072. export var grainPixelShader: {
  60073. name: string;
  60074. shader: string;
  60075. };
  60076. }
  60077. declare module "babylonjs/PostProcesses/grainPostProcess" {
  60078. import { Nullable } from "babylonjs/types";
  60079. import { Camera } from "babylonjs/Cameras/camera";
  60080. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60081. import { Engine } from "babylonjs/Engines/engine";
  60082. import "babylonjs/Shaders/grain.fragment";
  60083. /**
  60084. * The GrainPostProcess adds noise to the image at mid luminance levels
  60085. */
  60086. export class GrainPostProcess extends PostProcess {
  60087. /**
  60088. * The intensity of the grain added (default: 30)
  60089. */
  60090. intensity: number;
  60091. /**
  60092. * If the grain should be randomized on every frame
  60093. */
  60094. animated: boolean;
  60095. /**
  60096. * Creates a new instance of @see GrainPostProcess
  60097. * @param name The name of the effect.
  60098. * @param options The required width/height ratio to downsize to before computing the render pass.
  60099. * @param camera The camera to apply the render pass to.
  60100. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60101. * @param engine The engine which the post process will be applied. (default: current engine)
  60102. * @param reusable If the post process can be reused on the same frame. (default: false)
  60103. * @param textureType Type of textures used when performing the post process. (default: 0)
  60104. * @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)
  60105. */
  60106. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60107. }
  60108. }
  60109. declare module "babylonjs/Shaders/highlights.fragment" {
  60110. /** @hidden */
  60111. export var highlightsPixelShader: {
  60112. name: string;
  60113. shader: string;
  60114. };
  60115. }
  60116. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  60117. import { Nullable } from "babylonjs/types";
  60118. import { Camera } from "babylonjs/Cameras/camera";
  60119. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60120. import { Engine } from "babylonjs/Engines/engine";
  60121. import "babylonjs/Shaders/highlights.fragment";
  60122. /**
  60123. * Extracts highlights from the image
  60124. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60125. */
  60126. export class HighlightsPostProcess extends PostProcess {
  60127. /**
  60128. * Extracts highlights from the image
  60129. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60130. * @param name The name of the effect.
  60131. * @param options The required width/height ratio to downsize to before computing the render pass.
  60132. * @param camera The camera to apply the render pass to.
  60133. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60134. * @param engine The engine which the post process will be applied. (default: current engine)
  60135. * @param reusable If the post process can be reused on the same frame. (default: false)
  60136. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  60137. */
  60138. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60139. }
  60140. }
  60141. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  60142. /** @hidden */
  60143. export var mrtFragmentDeclaration: {
  60144. name: string;
  60145. shader: string;
  60146. };
  60147. }
  60148. declare module "babylonjs/Shaders/geometry.fragment" {
  60149. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  60150. /** @hidden */
  60151. export var geometryPixelShader: {
  60152. name: string;
  60153. shader: string;
  60154. };
  60155. }
  60156. declare module "babylonjs/Shaders/geometry.vertex" {
  60157. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60158. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  60159. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  60160. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  60161. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  60162. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  60163. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60164. /** @hidden */
  60165. export var geometryVertexShader: {
  60166. name: string;
  60167. shader: string;
  60168. };
  60169. }
  60170. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  60171. import { Matrix } from "babylonjs/Maths/math.vector";
  60172. import { SubMesh } from "babylonjs/Meshes/subMesh";
  60173. import { Mesh } from "babylonjs/Meshes/mesh";
  60174. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  60175. import { Effect } from "babylonjs/Materials/effect";
  60176. import { Scene } from "babylonjs/scene";
  60177. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60178. import "babylonjs/Shaders/geometry.fragment";
  60179. import "babylonjs/Shaders/geometry.vertex";
  60180. /** @hidden */
  60181. interface ISavedTransformationMatrix {
  60182. world: Matrix;
  60183. viewProjection: Matrix;
  60184. }
  60185. /**
  60186. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  60187. */
  60188. export class GeometryBufferRenderer {
  60189. /**
  60190. * Constant used to retrieve the position texture index in the G-Buffer textures array
  60191. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  60192. */
  60193. static readonly POSITION_TEXTURE_TYPE: number;
  60194. /**
  60195. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  60196. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  60197. */
  60198. static readonly VELOCITY_TEXTURE_TYPE: number;
  60199. /**
  60200. * Dictionary used to store the previous transformation matrices of each rendered mesh
  60201. * in order to compute objects velocities when enableVelocity is set to "true"
  60202. * @hidden
  60203. */
  60204. _previousTransformationMatrices: {
  60205. [index: number]: ISavedTransformationMatrix;
  60206. };
  60207. /**
  60208. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  60209. * in order to compute objects velocities when enableVelocity is set to "true"
  60210. * @hidden
  60211. */
  60212. _previousBonesTransformationMatrices: {
  60213. [index: number]: Float32Array;
  60214. };
  60215. /**
  60216. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  60217. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  60218. */
  60219. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  60220. private _scene;
  60221. private _multiRenderTarget;
  60222. private _ratio;
  60223. private _enablePosition;
  60224. private _enableVelocity;
  60225. private _positionIndex;
  60226. private _velocityIndex;
  60227. protected _effect: Effect;
  60228. protected _cachedDefines: string;
  60229. /**
  60230. * Set the render list (meshes to be rendered) used in the G buffer.
  60231. */
  60232. renderList: Mesh[];
  60233. /**
  60234. * Gets wether or not G buffer are supported by the running hardware.
  60235. * This requires draw buffer supports
  60236. */
  60237. readonly isSupported: boolean;
  60238. /**
  60239. * Returns the index of the given texture type in the G-Buffer textures array
  60240. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  60241. * @returns the index of the given texture type in the G-Buffer textures array
  60242. */
  60243. getTextureIndex(textureType: number): number;
  60244. /**
  60245. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  60246. */
  60247. /**
  60248. * Sets whether or not objects positions are enabled for the G buffer.
  60249. */
  60250. enablePosition: boolean;
  60251. /**
  60252. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  60253. */
  60254. /**
  60255. * Sets wether or not objects velocities are enabled for the G buffer.
  60256. */
  60257. enableVelocity: boolean;
  60258. /**
  60259. * Gets the scene associated with the buffer.
  60260. */
  60261. readonly scene: Scene;
  60262. /**
  60263. * Gets the ratio used by the buffer during its creation.
  60264. * How big is the buffer related to the main canvas.
  60265. */
  60266. readonly ratio: number;
  60267. /** @hidden */
  60268. static _SceneComponentInitialization: (scene: Scene) => void;
  60269. /**
  60270. * Creates a new G Buffer for the scene
  60271. * @param scene The scene the buffer belongs to
  60272. * @param ratio How big is the buffer related to the main canvas.
  60273. */
  60274. constructor(scene: Scene, ratio?: number);
  60275. /**
  60276. * Checks wether everything is ready to render a submesh to the G buffer.
  60277. * @param subMesh the submesh to check readiness for
  60278. * @param useInstances is the mesh drawn using instance or not
  60279. * @returns true if ready otherwise false
  60280. */
  60281. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60282. /**
  60283. * Gets the current underlying G Buffer.
  60284. * @returns the buffer
  60285. */
  60286. getGBuffer(): MultiRenderTarget;
  60287. /**
  60288. * Gets the number of samples used to render the buffer (anti aliasing).
  60289. */
  60290. /**
  60291. * Sets the number of samples used to render the buffer (anti aliasing).
  60292. */
  60293. samples: number;
  60294. /**
  60295. * Disposes the renderer and frees up associated resources.
  60296. */
  60297. dispose(): void;
  60298. protected _createRenderTargets(): void;
  60299. private _copyBonesTransformationMatrices;
  60300. }
  60301. }
  60302. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60303. import { Nullable } from "babylonjs/types";
  60304. import { Scene } from "babylonjs/scene";
  60305. import { ISceneComponent } from "babylonjs/sceneComponent";
  60306. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60307. module "babylonjs/scene" {
  60308. interface Scene {
  60309. /** @hidden (Backing field) */
  60310. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60311. /**
  60312. * Gets or Sets the current geometry buffer associated to the scene.
  60313. */
  60314. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60315. /**
  60316. * Enables a GeometryBufferRender and associates it with the scene
  60317. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60318. * @returns the GeometryBufferRenderer
  60319. */
  60320. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60321. /**
  60322. * Disables the GeometryBufferRender associated with the scene
  60323. */
  60324. disableGeometryBufferRenderer(): void;
  60325. }
  60326. }
  60327. /**
  60328. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60329. * in several rendering techniques.
  60330. */
  60331. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60332. /**
  60333. * The component name helpful to identify the component in the list of scene components.
  60334. */
  60335. readonly name: string;
  60336. /**
  60337. * The scene the component belongs to.
  60338. */
  60339. scene: Scene;
  60340. /**
  60341. * Creates a new instance of the component for the given scene
  60342. * @param scene Defines the scene to register the component in
  60343. */
  60344. constructor(scene: Scene);
  60345. /**
  60346. * Registers the component in a given scene
  60347. */
  60348. register(): void;
  60349. /**
  60350. * Rebuilds the elements related to this component in case of
  60351. * context lost for instance.
  60352. */
  60353. rebuild(): void;
  60354. /**
  60355. * Disposes the component and the associated ressources
  60356. */
  60357. dispose(): void;
  60358. private _gatherRenderTargets;
  60359. }
  60360. }
  60361. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60362. /** @hidden */
  60363. export var motionBlurPixelShader: {
  60364. name: string;
  60365. shader: string;
  60366. };
  60367. }
  60368. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60369. import { Nullable } from "babylonjs/types";
  60370. import { Camera } from "babylonjs/Cameras/camera";
  60371. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60372. import { Scene } from "babylonjs/scene";
  60373. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60374. import "babylonjs/Animations/animatable";
  60375. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60376. import "babylonjs/Shaders/motionBlur.fragment";
  60377. import { Engine } from "babylonjs/Engines/engine";
  60378. /**
  60379. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60380. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60381. * As an example, all you have to do is to create the post-process:
  60382. * var mb = new BABYLON.MotionBlurPostProcess(
  60383. * 'mb', // The name of the effect.
  60384. * scene, // The scene containing the objects to blur according to their velocity.
  60385. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60386. * camera // The camera to apply the render pass to.
  60387. * );
  60388. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60389. */
  60390. export class MotionBlurPostProcess extends PostProcess {
  60391. /**
  60392. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60393. */
  60394. motionStrength: number;
  60395. /**
  60396. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60397. */
  60398. /**
  60399. * Sets the number of iterations to be used for motion blur quality
  60400. */
  60401. motionBlurSamples: number;
  60402. private _motionBlurSamples;
  60403. private _geometryBufferRenderer;
  60404. /**
  60405. * Creates a new instance MotionBlurPostProcess
  60406. * @param name The name of the effect.
  60407. * @param scene The scene containing the objects to blur according to their velocity.
  60408. * @param options The required width/height ratio to downsize to before computing the render pass.
  60409. * @param camera The camera to apply the render pass to.
  60410. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60411. * @param engine The engine which the post process will be applied. (default: current engine)
  60412. * @param reusable If the post process can be reused on the same frame. (default: false)
  60413. * @param textureType Type of textures used when performing the post process. (default: 0)
  60414. * @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)
  60415. */
  60416. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60417. /**
  60418. * Excludes the given skinned mesh from computing bones velocities.
  60419. * 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.
  60420. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60421. */
  60422. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60423. /**
  60424. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60425. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60426. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60427. */
  60428. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60429. /**
  60430. * Disposes the post process.
  60431. * @param camera The camera to dispose the post process on.
  60432. */
  60433. dispose(camera?: Camera): void;
  60434. }
  60435. }
  60436. declare module "babylonjs/Shaders/refraction.fragment" {
  60437. /** @hidden */
  60438. export var refractionPixelShader: {
  60439. name: string;
  60440. shader: string;
  60441. };
  60442. }
  60443. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60444. import { Color3 } from "babylonjs/Maths/math.color";
  60445. import { Camera } from "babylonjs/Cameras/camera";
  60446. import { Texture } from "babylonjs/Materials/Textures/texture";
  60447. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60448. import { Engine } from "babylonjs/Engines/engine";
  60449. import "babylonjs/Shaders/refraction.fragment";
  60450. /**
  60451. * Post process which applies a refractin texture
  60452. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60453. */
  60454. export class RefractionPostProcess extends PostProcess {
  60455. /** the base color of the refraction (used to taint the rendering) */
  60456. color: Color3;
  60457. /** simulated refraction depth */
  60458. depth: number;
  60459. /** the coefficient of the base color (0 to remove base color tainting) */
  60460. colorLevel: number;
  60461. private _refTexture;
  60462. private _ownRefractionTexture;
  60463. /**
  60464. * Gets or sets the refraction texture
  60465. * Please note that you are responsible for disposing the texture if you set it manually
  60466. */
  60467. refractionTexture: Texture;
  60468. /**
  60469. * Initializes the RefractionPostProcess
  60470. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60471. * @param name The name of the effect.
  60472. * @param refractionTextureUrl Url of the refraction texture to use
  60473. * @param color the base color of the refraction (used to taint the rendering)
  60474. * @param depth simulated refraction depth
  60475. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60476. * @param camera The camera to apply the render pass to.
  60477. * @param options The required width/height ratio to downsize to before computing the render pass.
  60478. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60479. * @param engine The engine which the post process will be applied. (default: current engine)
  60480. * @param reusable If the post process can be reused on the same frame. (default: false)
  60481. */
  60482. constructor(name: string, refractionTextureUrl: string,
  60483. /** the base color of the refraction (used to taint the rendering) */
  60484. color: Color3,
  60485. /** simulated refraction depth */
  60486. depth: number,
  60487. /** the coefficient of the base color (0 to remove base color tainting) */
  60488. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60489. /**
  60490. * Disposes of the post process
  60491. * @param camera Camera to dispose post process on
  60492. */
  60493. dispose(camera: Camera): void;
  60494. }
  60495. }
  60496. declare module "babylonjs/Shaders/sharpen.fragment" {
  60497. /** @hidden */
  60498. export var sharpenPixelShader: {
  60499. name: string;
  60500. shader: string;
  60501. };
  60502. }
  60503. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60504. import { Nullable } from "babylonjs/types";
  60505. import { Camera } from "babylonjs/Cameras/camera";
  60506. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60507. import "babylonjs/Shaders/sharpen.fragment";
  60508. import { Engine } from "babylonjs/Engines/engine";
  60509. /**
  60510. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60511. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60512. */
  60513. export class SharpenPostProcess extends PostProcess {
  60514. /**
  60515. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60516. */
  60517. colorAmount: number;
  60518. /**
  60519. * How much sharpness should be applied (default: 0.3)
  60520. */
  60521. edgeAmount: number;
  60522. /**
  60523. * Creates a new instance ConvolutionPostProcess
  60524. * @param name The name of the effect.
  60525. * @param options The required width/height ratio to downsize to before computing the render pass.
  60526. * @param camera The camera to apply the render pass to.
  60527. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60528. * @param engine The engine which the post process will be applied. (default: current engine)
  60529. * @param reusable If the post process can be reused on the same frame. (default: false)
  60530. * @param textureType Type of textures used when performing the post process. (default: 0)
  60531. * @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)
  60532. */
  60533. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60534. }
  60535. }
  60536. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60537. import { Nullable } from "babylonjs/types";
  60538. import { Camera } from "babylonjs/Cameras/camera";
  60539. import { Engine } from "babylonjs/Engines/engine";
  60540. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60541. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60542. /**
  60543. * PostProcessRenderPipeline
  60544. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60545. */
  60546. export class PostProcessRenderPipeline {
  60547. private engine;
  60548. private _renderEffects;
  60549. private _renderEffectsForIsolatedPass;
  60550. /**
  60551. * List of inspectable custom properties (used by the Inspector)
  60552. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60553. */
  60554. inspectableCustomProperties: IInspectable[];
  60555. /**
  60556. * @hidden
  60557. */
  60558. protected _cameras: Camera[];
  60559. /** @hidden */
  60560. _name: string;
  60561. /**
  60562. * Gets pipeline name
  60563. */
  60564. readonly name: string;
  60565. /**
  60566. * Initializes a PostProcessRenderPipeline
  60567. * @param engine engine to add the pipeline to
  60568. * @param name name of the pipeline
  60569. */
  60570. constructor(engine: Engine, name: string);
  60571. /**
  60572. * Gets the class name
  60573. * @returns "PostProcessRenderPipeline"
  60574. */
  60575. getClassName(): string;
  60576. /**
  60577. * If all the render effects in the pipeline are supported
  60578. */
  60579. readonly isSupported: boolean;
  60580. /**
  60581. * Adds an effect to the pipeline
  60582. * @param renderEffect the effect to add
  60583. */
  60584. addEffect(renderEffect: PostProcessRenderEffect): void;
  60585. /** @hidden */
  60586. _rebuild(): void;
  60587. /** @hidden */
  60588. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60589. /** @hidden */
  60590. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60591. /** @hidden */
  60592. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60593. /** @hidden */
  60594. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60595. /** @hidden */
  60596. _attachCameras(cameras: Camera, unique: boolean): void;
  60597. /** @hidden */
  60598. _attachCameras(cameras: Camera[], unique: boolean): void;
  60599. /** @hidden */
  60600. _detachCameras(cameras: Camera): void;
  60601. /** @hidden */
  60602. _detachCameras(cameras: Nullable<Camera[]>): void;
  60603. /** @hidden */
  60604. _update(): void;
  60605. /** @hidden */
  60606. _reset(): void;
  60607. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60608. /**
  60609. * Disposes of the pipeline
  60610. */
  60611. dispose(): void;
  60612. }
  60613. }
  60614. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60615. import { Camera } from "babylonjs/Cameras/camera";
  60616. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60617. /**
  60618. * PostProcessRenderPipelineManager class
  60619. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60620. */
  60621. export class PostProcessRenderPipelineManager {
  60622. private _renderPipelines;
  60623. /**
  60624. * Initializes a PostProcessRenderPipelineManager
  60625. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60626. */
  60627. constructor();
  60628. /**
  60629. * Gets the list of supported render pipelines
  60630. */
  60631. readonly supportedPipelines: PostProcessRenderPipeline[];
  60632. /**
  60633. * Adds a pipeline to the manager
  60634. * @param renderPipeline The pipeline to add
  60635. */
  60636. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60637. /**
  60638. * Attaches a camera to the pipeline
  60639. * @param renderPipelineName The name of the pipeline to attach to
  60640. * @param cameras the camera to attach
  60641. * @param unique if the camera can be attached multiple times to the pipeline
  60642. */
  60643. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60644. /**
  60645. * Detaches a camera from the pipeline
  60646. * @param renderPipelineName The name of the pipeline to detach from
  60647. * @param cameras the camera to detach
  60648. */
  60649. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60650. /**
  60651. * Enables an effect by name on a pipeline
  60652. * @param renderPipelineName the name of the pipeline to enable the effect in
  60653. * @param renderEffectName the name of the effect to enable
  60654. * @param cameras the cameras that the effect should be enabled on
  60655. */
  60656. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60657. /**
  60658. * Disables an effect by name on a pipeline
  60659. * @param renderPipelineName the name of the pipeline to disable the effect in
  60660. * @param renderEffectName the name of the effect to disable
  60661. * @param cameras the cameras that the effect should be disabled on
  60662. */
  60663. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60664. /**
  60665. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60666. */
  60667. update(): void;
  60668. /** @hidden */
  60669. _rebuild(): void;
  60670. /**
  60671. * Disposes of the manager and pipelines
  60672. */
  60673. dispose(): void;
  60674. }
  60675. }
  60676. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60677. import { ISceneComponent } from "babylonjs/sceneComponent";
  60678. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60679. import { Scene } from "babylonjs/scene";
  60680. module "babylonjs/scene" {
  60681. interface Scene {
  60682. /** @hidden (Backing field) */
  60683. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60684. /**
  60685. * Gets the postprocess render pipeline manager
  60686. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60687. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60688. */
  60689. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60690. }
  60691. }
  60692. /**
  60693. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60694. */
  60695. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60696. /**
  60697. * The component name helpfull to identify the component in the list of scene components.
  60698. */
  60699. readonly name: string;
  60700. /**
  60701. * The scene the component belongs to.
  60702. */
  60703. scene: Scene;
  60704. /**
  60705. * Creates a new instance of the component for the given scene
  60706. * @param scene Defines the scene to register the component in
  60707. */
  60708. constructor(scene: Scene);
  60709. /**
  60710. * Registers the component in a given scene
  60711. */
  60712. register(): void;
  60713. /**
  60714. * Rebuilds the elements related to this component in case of
  60715. * context lost for instance.
  60716. */
  60717. rebuild(): void;
  60718. /**
  60719. * Disposes the component and the associated ressources
  60720. */
  60721. dispose(): void;
  60722. private _gatherRenderTargets;
  60723. }
  60724. }
  60725. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  60726. import { Nullable } from "babylonjs/types";
  60727. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60728. import { Camera } from "babylonjs/Cameras/camera";
  60729. import { IDisposable } from "babylonjs/scene";
  60730. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  60731. import { Scene } from "babylonjs/scene";
  60732. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  60733. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  60734. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  60735. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  60736. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60737. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60738. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  60739. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60740. import { Animation } from "babylonjs/Animations/animation";
  60741. /**
  60742. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60743. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60744. */
  60745. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60746. private _scene;
  60747. private _camerasToBeAttached;
  60748. /**
  60749. * ID of the sharpen post process,
  60750. */
  60751. private readonly SharpenPostProcessId;
  60752. /**
  60753. * @ignore
  60754. * ID of the image processing post process;
  60755. */
  60756. readonly ImageProcessingPostProcessId: string;
  60757. /**
  60758. * @ignore
  60759. * ID of the Fast Approximate Anti-Aliasing post process;
  60760. */
  60761. readonly FxaaPostProcessId: string;
  60762. /**
  60763. * ID of the chromatic aberration post process,
  60764. */
  60765. private readonly ChromaticAberrationPostProcessId;
  60766. /**
  60767. * ID of the grain post process
  60768. */
  60769. private readonly GrainPostProcessId;
  60770. /**
  60771. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60772. */
  60773. sharpen: SharpenPostProcess;
  60774. private _sharpenEffect;
  60775. private bloom;
  60776. /**
  60777. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60778. */
  60779. depthOfField: DepthOfFieldEffect;
  60780. /**
  60781. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60782. */
  60783. fxaa: FxaaPostProcess;
  60784. /**
  60785. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60786. */
  60787. imageProcessing: ImageProcessingPostProcess;
  60788. /**
  60789. * Chromatic aberration post process which will shift rgb colors in the image
  60790. */
  60791. chromaticAberration: ChromaticAberrationPostProcess;
  60792. private _chromaticAberrationEffect;
  60793. /**
  60794. * Grain post process which add noise to the image
  60795. */
  60796. grain: GrainPostProcess;
  60797. private _grainEffect;
  60798. /**
  60799. * Glow post process which adds a glow to emissive areas of the image
  60800. */
  60801. private _glowLayer;
  60802. /**
  60803. * Animations which can be used to tweak settings over a period of time
  60804. */
  60805. animations: Animation[];
  60806. private _imageProcessingConfigurationObserver;
  60807. private _sharpenEnabled;
  60808. private _bloomEnabled;
  60809. private _depthOfFieldEnabled;
  60810. private _depthOfFieldBlurLevel;
  60811. private _fxaaEnabled;
  60812. private _imageProcessingEnabled;
  60813. private _defaultPipelineTextureType;
  60814. private _bloomScale;
  60815. private _chromaticAberrationEnabled;
  60816. private _grainEnabled;
  60817. private _buildAllowed;
  60818. /**
  60819. * Gets active scene
  60820. */
  60821. readonly scene: Scene;
  60822. /**
  60823. * Enable or disable the sharpen process from the pipeline
  60824. */
  60825. sharpenEnabled: boolean;
  60826. private _resizeObserver;
  60827. private _hardwareScaleLevel;
  60828. private _bloomKernel;
  60829. /**
  60830. * Specifies the size of the bloom blur kernel, relative to the final output size
  60831. */
  60832. bloomKernel: number;
  60833. /**
  60834. * Specifies the weight of the bloom in the final rendering
  60835. */
  60836. private _bloomWeight;
  60837. /**
  60838. * Specifies the luma threshold for the area that will be blurred by the bloom
  60839. */
  60840. private _bloomThreshold;
  60841. private _hdr;
  60842. /**
  60843. * The strength of the bloom.
  60844. */
  60845. bloomWeight: number;
  60846. /**
  60847. * The strength of the bloom.
  60848. */
  60849. bloomThreshold: number;
  60850. /**
  60851. * The scale of the bloom, lower value will provide better performance.
  60852. */
  60853. bloomScale: number;
  60854. /**
  60855. * Enable or disable the bloom from the pipeline
  60856. */
  60857. bloomEnabled: boolean;
  60858. private _rebuildBloom;
  60859. /**
  60860. * If the depth of field is enabled.
  60861. */
  60862. depthOfFieldEnabled: boolean;
  60863. /**
  60864. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60865. */
  60866. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60867. /**
  60868. * If the anti aliasing is enabled.
  60869. */
  60870. fxaaEnabled: boolean;
  60871. private _samples;
  60872. /**
  60873. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60874. */
  60875. samples: number;
  60876. /**
  60877. * If image processing is enabled.
  60878. */
  60879. imageProcessingEnabled: boolean;
  60880. /**
  60881. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  60882. */
  60883. glowLayerEnabled: boolean;
  60884. /**
  60885. * Gets the glow layer (or null if not defined)
  60886. */
  60887. readonly glowLayer: Nullable<GlowLayer>;
  60888. /**
  60889. * Enable or disable the chromaticAberration process from the pipeline
  60890. */
  60891. chromaticAberrationEnabled: boolean;
  60892. /**
  60893. * Enable or disable the grain process from the pipeline
  60894. */
  60895. grainEnabled: boolean;
  60896. /**
  60897. * @constructor
  60898. * @param name - The rendering pipeline name (default: "")
  60899. * @param hdr - If high dynamic range textures should be used (default: true)
  60900. * @param scene - The scene linked to this pipeline (default: the last created scene)
  60901. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  60902. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  60903. */
  60904. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  60905. /**
  60906. * Get the class name
  60907. * @returns "DefaultRenderingPipeline"
  60908. */
  60909. getClassName(): string;
  60910. /**
  60911. * Force the compilation of the entire pipeline.
  60912. */
  60913. prepare(): void;
  60914. private _hasCleared;
  60915. private _prevPostProcess;
  60916. private _prevPrevPostProcess;
  60917. private _setAutoClearAndTextureSharing;
  60918. private _depthOfFieldSceneObserver;
  60919. private _buildPipeline;
  60920. private _disposePostProcesses;
  60921. /**
  60922. * Adds a camera to the pipeline
  60923. * @param camera the camera to be added
  60924. */
  60925. addCamera(camera: Camera): void;
  60926. /**
  60927. * Removes a camera from the pipeline
  60928. * @param camera the camera to remove
  60929. */
  60930. removeCamera(camera: Camera): void;
  60931. /**
  60932. * Dispose of the pipeline and stop all post processes
  60933. */
  60934. dispose(): void;
  60935. /**
  60936. * Serialize the rendering pipeline (Used when exporting)
  60937. * @returns the serialized object
  60938. */
  60939. serialize(): any;
  60940. /**
  60941. * Parse the serialized pipeline
  60942. * @param source Source pipeline.
  60943. * @param scene The scene to load the pipeline to.
  60944. * @param rootUrl The URL of the serialized pipeline.
  60945. * @returns An instantiated pipeline from the serialized object.
  60946. */
  60947. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  60948. }
  60949. }
  60950. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  60951. /** @hidden */
  60952. export var lensHighlightsPixelShader: {
  60953. name: string;
  60954. shader: string;
  60955. };
  60956. }
  60957. declare module "babylonjs/Shaders/depthOfField.fragment" {
  60958. /** @hidden */
  60959. export var depthOfFieldPixelShader: {
  60960. name: string;
  60961. shader: string;
  60962. };
  60963. }
  60964. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  60965. import { Camera } from "babylonjs/Cameras/camera";
  60966. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60967. import { Scene } from "babylonjs/scene";
  60968. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60969. import "babylonjs/Shaders/chromaticAberration.fragment";
  60970. import "babylonjs/Shaders/lensHighlights.fragment";
  60971. import "babylonjs/Shaders/depthOfField.fragment";
  60972. /**
  60973. * BABYLON.JS Chromatic Aberration GLSL Shader
  60974. * Author: Olivier Guyot
  60975. * Separates very slightly R, G and B colors on the edges of the screen
  60976. * Inspired by Francois Tarlier & Martins Upitis
  60977. */
  60978. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60979. /**
  60980. * @ignore
  60981. * The chromatic aberration PostProcess id in the pipeline
  60982. */
  60983. LensChromaticAberrationEffect: string;
  60984. /**
  60985. * @ignore
  60986. * The highlights enhancing PostProcess id in the pipeline
  60987. */
  60988. HighlightsEnhancingEffect: string;
  60989. /**
  60990. * @ignore
  60991. * The depth-of-field PostProcess id in the pipeline
  60992. */
  60993. LensDepthOfFieldEffect: string;
  60994. private _scene;
  60995. private _depthTexture;
  60996. private _grainTexture;
  60997. private _chromaticAberrationPostProcess;
  60998. private _highlightsPostProcess;
  60999. private _depthOfFieldPostProcess;
  61000. private _edgeBlur;
  61001. private _grainAmount;
  61002. private _chromaticAberration;
  61003. private _distortion;
  61004. private _highlightsGain;
  61005. private _highlightsThreshold;
  61006. private _dofDistance;
  61007. private _dofAperture;
  61008. private _dofDarken;
  61009. private _dofPentagon;
  61010. private _blurNoise;
  61011. /**
  61012. * @constructor
  61013. *
  61014. * Effect parameters are as follow:
  61015. * {
  61016. * chromatic_aberration: number; // from 0 to x (1 for realism)
  61017. * edge_blur: number; // from 0 to x (1 for realism)
  61018. * distortion: number; // from 0 to x (1 for realism)
  61019. * grain_amount: number; // from 0 to 1
  61020. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  61021. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  61022. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  61023. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  61024. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  61025. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  61026. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  61027. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  61028. * }
  61029. * Note: if an effect parameter is unset, effect is disabled
  61030. *
  61031. * @param name The rendering pipeline name
  61032. * @param parameters - An object containing all parameters (see above)
  61033. * @param scene The scene linked to this pipeline
  61034. * @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)
  61035. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61036. */
  61037. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  61038. /**
  61039. * Get the class name
  61040. * @returns "LensRenderingPipeline"
  61041. */
  61042. getClassName(): string;
  61043. /**
  61044. * Gets associated scene
  61045. */
  61046. readonly scene: Scene;
  61047. /**
  61048. * Gets or sets the edge blur
  61049. */
  61050. edgeBlur: number;
  61051. /**
  61052. * Gets or sets the grain amount
  61053. */
  61054. grainAmount: number;
  61055. /**
  61056. * Gets or sets the chromatic aberration amount
  61057. */
  61058. chromaticAberration: number;
  61059. /**
  61060. * Gets or sets the depth of field aperture
  61061. */
  61062. dofAperture: number;
  61063. /**
  61064. * Gets or sets the edge distortion
  61065. */
  61066. edgeDistortion: number;
  61067. /**
  61068. * Gets or sets the depth of field distortion
  61069. */
  61070. dofDistortion: number;
  61071. /**
  61072. * Gets or sets the darken out of focus amount
  61073. */
  61074. darkenOutOfFocus: number;
  61075. /**
  61076. * Gets or sets a boolean indicating if blur noise is enabled
  61077. */
  61078. blurNoise: boolean;
  61079. /**
  61080. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  61081. */
  61082. pentagonBokeh: boolean;
  61083. /**
  61084. * Gets or sets the highlight grain amount
  61085. */
  61086. highlightsGain: number;
  61087. /**
  61088. * Gets or sets the highlight threshold
  61089. */
  61090. highlightsThreshold: number;
  61091. /**
  61092. * Sets the amount of blur at the edges
  61093. * @param amount blur amount
  61094. */
  61095. setEdgeBlur(amount: number): void;
  61096. /**
  61097. * Sets edge blur to 0
  61098. */
  61099. disableEdgeBlur(): void;
  61100. /**
  61101. * Sets the amout of grain
  61102. * @param amount Amount of grain
  61103. */
  61104. setGrainAmount(amount: number): void;
  61105. /**
  61106. * Set grain amount to 0
  61107. */
  61108. disableGrain(): void;
  61109. /**
  61110. * Sets the chromatic aberration amount
  61111. * @param amount amount of chromatic aberration
  61112. */
  61113. setChromaticAberration(amount: number): void;
  61114. /**
  61115. * Sets chromatic aberration amount to 0
  61116. */
  61117. disableChromaticAberration(): void;
  61118. /**
  61119. * Sets the EdgeDistortion amount
  61120. * @param amount amount of EdgeDistortion
  61121. */
  61122. setEdgeDistortion(amount: number): void;
  61123. /**
  61124. * Sets edge distortion to 0
  61125. */
  61126. disableEdgeDistortion(): void;
  61127. /**
  61128. * Sets the FocusDistance amount
  61129. * @param amount amount of FocusDistance
  61130. */
  61131. setFocusDistance(amount: number): void;
  61132. /**
  61133. * Disables depth of field
  61134. */
  61135. disableDepthOfField(): void;
  61136. /**
  61137. * Sets the Aperture amount
  61138. * @param amount amount of Aperture
  61139. */
  61140. setAperture(amount: number): void;
  61141. /**
  61142. * Sets the DarkenOutOfFocus amount
  61143. * @param amount amount of DarkenOutOfFocus
  61144. */
  61145. setDarkenOutOfFocus(amount: number): void;
  61146. private _pentagonBokehIsEnabled;
  61147. /**
  61148. * Creates a pentagon bokeh effect
  61149. */
  61150. enablePentagonBokeh(): void;
  61151. /**
  61152. * Disables the pentagon bokeh effect
  61153. */
  61154. disablePentagonBokeh(): void;
  61155. /**
  61156. * Enables noise blur
  61157. */
  61158. enableNoiseBlur(): void;
  61159. /**
  61160. * Disables noise blur
  61161. */
  61162. disableNoiseBlur(): void;
  61163. /**
  61164. * Sets the HighlightsGain amount
  61165. * @param amount amount of HighlightsGain
  61166. */
  61167. setHighlightsGain(amount: number): void;
  61168. /**
  61169. * Sets the HighlightsThreshold amount
  61170. * @param amount amount of HighlightsThreshold
  61171. */
  61172. setHighlightsThreshold(amount: number): void;
  61173. /**
  61174. * Disables highlights
  61175. */
  61176. disableHighlights(): void;
  61177. /**
  61178. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  61179. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  61180. */
  61181. dispose(disableDepthRender?: boolean): void;
  61182. private _createChromaticAberrationPostProcess;
  61183. private _createHighlightsPostProcess;
  61184. private _createDepthOfFieldPostProcess;
  61185. private _createGrainTexture;
  61186. }
  61187. }
  61188. declare module "babylonjs/Shaders/ssao2.fragment" {
  61189. /** @hidden */
  61190. export var ssao2PixelShader: {
  61191. name: string;
  61192. shader: string;
  61193. };
  61194. }
  61195. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  61196. /** @hidden */
  61197. export var ssaoCombinePixelShader: {
  61198. name: string;
  61199. shader: string;
  61200. };
  61201. }
  61202. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  61203. import { Camera } from "babylonjs/Cameras/camera";
  61204. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61205. import { Scene } from "babylonjs/scene";
  61206. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61207. import "babylonjs/Shaders/ssao2.fragment";
  61208. import "babylonjs/Shaders/ssaoCombine.fragment";
  61209. /**
  61210. * Render pipeline to produce ssao effect
  61211. */
  61212. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  61213. /**
  61214. * @ignore
  61215. * The PassPostProcess id in the pipeline that contains the original scene color
  61216. */
  61217. SSAOOriginalSceneColorEffect: string;
  61218. /**
  61219. * @ignore
  61220. * The SSAO PostProcess id in the pipeline
  61221. */
  61222. SSAORenderEffect: string;
  61223. /**
  61224. * @ignore
  61225. * The horizontal blur PostProcess id in the pipeline
  61226. */
  61227. SSAOBlurHRenderEffect: string;
  61228. /**
  61229. * @ignore
  61230. * The vertical blur PostProcess id in the pipeline
  61231. */
  61232. SSAOBlurVRenderEffect: string;
  61233. /**
  61234. * @ignore
  61235. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61236. */
  61237. SSAOCombineRenderEffect: string;
  61238. /**
  61239. * The output strength of the SSAO post-process. Default value is 1.0.
  61240. */
  61241. totalStrength: number;
  61242. /**
  61243. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  61244. */
  61245. maxZ: number;
  61246. /**
  61247. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  61248. */
  61249. minZAspect: number;
  61250. private _samples;
  61251. /**
  61252. * Number of samples used for the SSAO calculations. Default value is 8
  61253. */
  61254. samples: number;
  61255. private _textureSamples;
  61256. /**
  61257. * Number of samples to use for antialiasing
  61258. */
  61259. textureSamples: number;
  61260. /**
  61261. * Ratio object used for SSAO ratio and blur ratio
  61262. */
  61263. private _ratio;
  61264. /**
  61265. * Dynamically generated sphere sampler.
  61266. */
  61267. private _sampleSphere;
  61268. /**
  61269. * Blur filter offsets
  61270. */
  61271. private _samplerOffsets;
  61272. private _expensiveBlur;
  61273. /**
  61274. * If bilateral blur should be used
  61275. */
  61276. expensiveBlur: boolean;
  61277. /**
  61278. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  61279. */
  61280. radius: number;
  61281. /**
  61282. * The base color of the SSAO post-process
  61283. * The final result is "base + ssao" between [0, 1]
  61284. */
  61285. base: number;
  61286. /**
  61287. * Support test.
  61288. */
  61289. static readonly IsSupported: boolean;
  61290. private _scene;
  61291. private _depthTexture;
  61292. private _normalTexture;
  61293. private _randomTexture;
  61294. private _originalColorPostProcess;
  61295. private _ssaoPostProcess;
  61296. private _blurHPostProcess;
  61297. private _blurVPostProcess;
  61298. private _ssaoCombinePostProcess;
  61299. private _firstUpdate;
  61300. /**
  61301. * Gets active scene
  61302. */
  61303. readonly scene: Scene;
  61304. /**
  61305. * @constructor
  61306. * @param name The rendering pipeline name
  61307. * @param scene The scene linked to this pipeline
  61308. * @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 }
  61309. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61310. */
  61311. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61312. /**
  61313. * Get the class name
  61314. * @returns "SSAO2RenderingPipeline"
  61315. */
  61316. getClassName(): string;
  61317. /**
  61318. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61319. */
  61320. dispose(disableGeometryBufferRenderer?: boolean): void;
  61321. private _createBlurPostProcess;
  61322. /** @hidden */
  61323. _rebuild(): void;
  61324. private _bits;
  61325. private _radicalInverse_VdC;
  61326. private _hammersley;
  61327. private _hemisphereSample_uniform;
  61328. private _generateHemisphere;
  61329. private _createSSAOPostProcess;
  61330. private _createSSAOCombinePostProcess;
  61331. private _createRandomTexture;
  61332. /**
  61333. * Serialize the rendering pipeline (Used when exporting)
  61334. * @returns the serialized object
  61335. */
  61336. serialize(): any;
  61337. /**
  61338. * Parse the serialized pipeline
  61339. * @param source Source pipeline.
  61340. * @param scene The scene to load the pipeline to.
  61341. * @param rootUrl The URL of the serialized pipeline.
  61342. * @returns An instantiated pipeline from the serialized object.
  61343. */
  61344. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61345. }
  61346. }
  61347. declare module "babylonjs/Shaders/ssao.fragment" {
  61348. /** @hidden */
  61349. export var ssaoPixelShader: {
  61350. name: string;
  61351. shader: string;
  61352. };
  61353. }
  61354. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61355. import { Camera } from "babylonjs/Cameras/camera";
  61356. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61357. import { Scene } from "babylonjs/scene";
  61358. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61359. import "babylonjs/Shaders/ssao.fragment";
  61360. import "babylonjs/Shaders/ssaoCombine.fragment";
  61361. /**
  61362. * Render pipeline to produce ssao effect
  61363. */
  61364. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61365. /**
  61366. * @ignore
  61367. * The PassPostProcess id in the pipeline that contains the original scene color
  61368. */
  61369. SSAOOriginalSceneColorEffect: string;
  61370. /**
  61371. * @ignore
  61372. * The SSAO PostProcess id in the pipeline
  61373. */
  61374. SSAORenderEffect: string;
  61375. /**
  61376. * @ignore
  61377. * The horizontal blur PostProcess id in the pipeline
  61378. */
  61379. SSAOBlurHRenderEffect: string;
  61380. /**
  61381. * @ignore
  61382. * The vertical blur PostProcess id in the pipeline
  61383. */
  61384. SSAOBlurVRenderEffect: string;
  61385. /**
  61386. * @ignore
  61387. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61388. */
  61389. SSAOCombineRenderEffect: string;
  61390. /**
  61391. * The output strength of the SSAO post-process. Default value is 1.0.
  61392. */
  61393. totalStrength: number;
  61394. /**
  61395. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61396. */
  61397. radius: number;
  61398. /**
  61399. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61400. * Must not be equal to fallOff and superior to fallOff.
  61401. * Default value is 0.0075
  61402. */
  61403. area: number;
  61404. /**
  61405. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61406. * Must not be equal to area and inferior to area.
  61407. * Default value is 0.000001
  61408. */
  61409. fallOff: number;
  61410. /**
  61411. * The base color of the SSAO post-process
  61412. * The final result is "base + ssao" between [0, 1]
  61413. */
  61414. base: number;
  61415. private _scene;
  61416. private _depthTexture;
  61417. private _randomTexture;
  61418. private _originalColorPostProcess;
  61419. private _ssaoPostProcess;
  61420. private _blurHPostProcess;
  61421. private _blurVPostProcess;
  61422. private _ssaoCombinePostProcess;
  61423. private _firstUpdate;
  61424. /**
  61425. * Gets active scene
  61426. */
  61427. readonly scene: Scene;
  61428. /**
  61429. * @constructor
  61430. * @param name - The rendering pipeline name
  61431. * @param scene - The scene linked to this pipeline
  61432. * @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 }
  61433. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61434. */
  61435. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61436. /**
  61437. * Get the class name
  61438. * @returns "SSAORenderingPipeline"
  61439. */
  61440. getClassName(): string;
  61441. /**
  61442. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61443. */
  61444. dispose(disableDepthRender?: boolean): void;
  61445. private _createBlurPostProcess;
  61446. /** @hidden */
  61447. _rebuild(): void;
  61448. private _createSSAOPostProcess;
  61449. private _createSSAOCombinePostProcess;
  61450. private _createRandomTexture;
  61451. }
  61452. }
  61453. declare module "babylonjs/Shaders/standard.fragment" {
  61454. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61455. /** @hidden */
  61456. export var standardPixelShader: {
  61457. name: string;
  61458. shader: string;
  61459. };
  61460. }
  61461. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61462. import { Nullable } from "babylonjs/types";
  61463. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61464. import { Camera } from "babylonjs/Cameras/camera";
  61465. import { Texture } from "babylonjs/Materials/Textures/texture";
  61466. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61467. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61468. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61469. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61470. import { IDisposable } from "babylonjs/scene";
  61471. import { SpotLight } from "babylonjs/Lights/spotLight";
  61472. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61473. import { Scene } from "babylonjs/scene";
  61474. import { Animation } from "babylonjs/Animations/animation";
  61475. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61476. import "babylonjs/Shaders/standard.fragment";
  61477. /**
  61478. * Standard rendering pipeline
  61479. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61480. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61481. */
  61482. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61483. /**
  61484. * Public members
  61485. */
  61486. /**
  61487. * Post-process which contains the original scene color before the pipeline applies all the effects
  61488. */
  61489. originalPostProcess: Nullable<PostProcess>;
  61490. /**
  61491. * Post-process used to down scale an image x4
  61492. */
  61493. downSampleX4PostProcess: Nullable<PostProcess>;
  61494. /**
  61495. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61496. */
  61497. brightPassPostProcess: Nullable<PostProcess>;
  61498. /**
  61499. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61500. */
  61501. blurHPostProcesses: PostProcess[];
  61502. /**
  61503. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61504. */
  61505. blurVPostProcesses: PostProcess[];
  61506. /**
  61507. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61508. */
  61509. textureAdderPostProcess: Nullable<PostProcess>;
  61510. /**
  61511. * Post-process used to create volumetric lighting effect
  61512. */
  61513. volumetricLightPostProcess: Nullable<PostProcess>;
  61514. /**
  61515. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61516. */
  61517. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61518. /**
  61519. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61520. */
  61521. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61522. /**
  61523. * Post-process used to merge the volumetric light effect and the real scene color
  61524. */
  61525. volumetricLightMergePostProces: Nullable<PostProcess>;
  61526. /**
  61527. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61528. */
  61529. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61530. /**
  61531. * Base post-process used to calculate the average luminance of the final image for HDR
  61532. */
  61533. luminancePostProcess: Nullable<PostProcess>;
  61534. /**
  61535. * Post-processes used to create down sample post-processes in order to get
  61536. * the average luminance of the final image for HDR
  61537. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61538. */
  61539. luminanceDownSamplePostProcesses: PostProcess[];
  61540. /**
  61541. * Post-process used to create a HDR effect (light adaptation)
  61542. */
  61543. hdrPostProcess: Nullable<PostProcess>;
  61544. /**
  61545. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61546. */
  61547. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61548. /**
  61549. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61550. */
  61551. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61552. /**
  61553. * Post-process used to merge the final HDR post-process and the real scene color
  61554. */
  61555. hdrFinalPostProcess: Nullable<PostProcess>;
  61556. /**
  61557. * Post-process used to create a lens flare effect
  61558. */
  61559. lensFlarePostProcess: Nullable<PostProcess>;
  61560. /**
  61561. * Post-process that merges the result of the lens flare post-process and the real scene color
  61562. */
  61563. lensFlareComposePostProcess: Nullable<PostProcess>;
  61564. /**
  61565. * Post-process used to create a motion blur effect
  61566. */
  61567. motionBlurPostProcess: Nullable<PostProcess>;
  61568. /**
  61569. * Post-process used to create a depth of field effect
  61570. */
  61571. depthOfFieldPostProcess: Nullable<PostProcess>;
  61572. /**
  61573. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61574. */
  61575. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61576. /**
  61577. * Represents the brightness threshold in order to configure the illuminated surfaces
  61578. */
  61579. brightThreshold: number;
  61580. /**
  61581. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61582. */
  61583. blurWidth: number;
  61584. /**
  61585. * Sets if the blur for highlighted surfaces must be only horizontal
  61586. */
  61587. horizontalBlur: boolean;
  61588. /**
  61589. * Gets the overall exposure used by the pipeline
  61590. */
  61591. /**
  61592. * Sets the overall exposure used by the pipeline
  61593. */
  61594. exposure: number;
  61595. /**
  61596. * Texture used typically to simulate "dirty" on camera lens
  61597. */
  61598. lensTexture: Nullable<Texture>;
  61599. /**
  61600. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61601. */
  61602. volumetricLightCoefficient: number;
  61603. /**
  61604. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61605. */
  61606. volumetricLightPower: number;
  61607. /**
  61608. * Used the set the blur intensity to smooth the volumetric lights
  61609. */
  61610. volumetricLightBlurScale: number;
  61611. /**
  61612. * Light (spot or directional) used to generate the volumetric lights rays
  61613. * The source light must have a shadow generate so the pipeline can get its
  61614. * depth map
  61615. */
  61616. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61617. /**
  61618. * For eye adaptation, represents the minimum luminance the eye can see
  61619. */
  61620. hdrMinimumLuminance: number;
  61621. /**
  61622. * For eye adaptation, represents the decrease luminance speed
  61623. */
  61624. hdrDecreaseRate: number;
  61625. /**
  61626. * For eye adaptation, represents the increase luminance speed
  61627. */
  61628. hdrIncreaseRate: number;
  61629. /**
  61630. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61631. */
  61632. /**
  61633. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61634. */
  61635. hdrAutoExposure: boolean;
  61636. /**
  61637. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61638. */
  61639. lensColorTexture: Nullable<Texture>;
  61640. /**
  61641. * The overall strengh for the lens flare effect
  61642. */
  61643. lensFlareStrength: number;
  61644. /**
  61645. * Dispersion coefficient for lens flare ghosts
  61646. */
  61647. lensFlareGhostDispersal: number;
  61648. /**
  61649. * Main lens flare halo width
  61650. */
  61651. lensFlareHaloWidth: number;
  61652. /**
  61653. * Based on the lens distortion effect, defines how much the lens flare result
  61654. * is distorted
  61655. */
  61656. lensFlareDistortionStrength: number;
  61657. /**
  61658. * Lens star texture must be used to simulate rays on the flares and is available
  61659. * in the documentation
  61660. */
  61661. lensStarTexture: Nullable<Texture>;
  61662. /**
  61663. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61664. * flare effect by taking account of the dirt texture
  61665. */
  61666. lensFlareDirtTexture: Nullable<Texture>;
  61667. /**
  61668. * Represents the focal length for the depth of field effect
  61669. */
  61670. depthOfFieldDistance: number;
  61671. /**
  61672. * Represents the blur intensity for the blurred part of the depth of field effect
  61673. */
  61674. depthOfFieldBlurWidth: number;
  61675. /**
  61676. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61677. */
  61678. /**
  61679. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61680. */
  61681. motionStrength: number;
  61682. /**
  61683. * Gets wether or not the motion blur post-process is object based or screen based.
  61684. */
  61685. /**
  61686. * Sets wether or not the motion blur post-process should be object based or screen based
  61687. */
  61688. objectBasedMotionBlur: boolean;
  61689. /**
  61690. * List of animations for the pipeline (IAnimatable implementation)
  61691. */
  61692. animations: Animation[];
  61693. /**
  61694. * Private members
  61695. */
  61696. private _scene;
  61697. private _currentDepthOfFieldSource;
  61698. private _basePostProcess;
  61699. private _fixedExposure;
  61700. private _currentExposure;
  61701. private _hdrAutoExposure;
  61702. private _hdrCurrentLuminance;
  61703. private _motionStrength;
  61704. private _isObjectBasedMotionBlur;
  61705. private _floatTextureType;
  61706. private _ratio;
  61707. private _bloomEnabled;
  61708. private _depthOfFieldEnabled;
  61709. private _vlsEnabled;
  61710. private _lensFlareEnabled;
  61711. private _hdrEnabled;
  61712. private _motionBlurEnabled;
  61713. private _fxaaEnabled;
  61714. private _motionBlurSamples;
  61715. private _volumetricLightStepsCount;
  61716. private _samples;
  61717. /**
  61718. * @ignore
  61719. * Specifies if the bloom pipeline is enabled
  61720. */
  61721. BloomEnabled: boolean;
  61722. /**
  61723. * @ignore
  61724. * Specifies if the depth of field pipeline is enabed
  61725. */
  61726. DepthOfFieldEnabled: boolean;
  61727. /**
  61728. * @ignore
  61729. * Specifies if the lens flare pipeline is enabed
  61730. */
  61731. LensFlareEnabled: boolean;
  61732. /**
  61733. * @ignore
  61734. * Specifies if the HDR pipeline is enabled
  61735. */
  61736. HDREnabled: boolean;
  61737. /**
  61738. * @ignore
  61739. * Specifies if the volumetric lights scattering effect is enabled
  61740. */
  61741. VLSEnabled: boolean;
  61742. /**
  61743. * @ignore
  61744. * Specifies if the motion blur effect is enabled
  61745. */
  61746. MotionBlurEnabled: boolean;
  61747. /**
  61748. * Specifies if anti-aliasing is enabled
  61749. */
  61750. fxaaEnabled: boolean;
  61751. /**
  61752. * Specifies the number of steps used to calculate the volumetric lights
  61753. * Typically in interval [50, 200]
  61754. */
  61755. volumetricLightStepsCount: number;
  61756. /**
  61757. * Specifies the number of samples used for the motion blur effect
  61758. * Typically in interval [16, 64]
  61759. */
  61760. motionBlurSamples: number;
  61761. /**
  61762. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61763. */
  61764. samples: number;
  61765. /**
  61766. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61767. * @constructor
  61768. * @param name The rendering pipeline name
  61769. * @param scene The scene linked to this pipeline
  61770. * @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)
  61771. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61772. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61773. */
  61774. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61775. private _buildPipeline;
  61776. private _createDownSampleX4PostProcess;
  61777. private _createBrightPassPostProcess;
  61778. private _createBlurPostProcesses;
  61779. private _createTextureAdderPostProcess;
  61780. private _createVolumetricLightPostProcess;
  61781. private _createLuminancePostProcesses;
  61782. private _createHdrPostProcess;
  61783. private _createLensFlarePostProcess;
  61784. private _createDepthOfFieldPostProcess;
  61785. private _createMotionBlurPostProcess;
  61786. private _getDepthTexture;
  61787. private _disposePostProcesses;
  61788. /**
  61789. * Dispose of the pipeline and stop all post processes
  61790. */
  61791. dispose(): void;
  61792. /**
  61793. * Serialize the rendering pipeline (Used when exporting)
  61794. * @returns the serialized object
  61795. */
  61796. serialize(): any;
  61797. /**
  61798. * Parse the serialized pipeline
  61799. * @param source Source pipeline.
  61800. * @param scene The scene to load the pipeline to.
  61801. * @param rootUrl The URL of the serialized pipeline.
  61802. * @returns An instantiated pipeline from the serialized object.
  61803. */
  61804. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61805. /**
  61806. * Luminance steps
  61807. */
  61808. static LuminanceSteps: number;
  61809. }
  61810. }
  61811. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  61812. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  61813. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  61814. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  61815. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  61816. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  61817. }
  61818. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  61819. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  61820. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61821. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61822. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61823. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61824. }
  61825. declare module "babylonjs/Shaders/tonemap.fragment" {
  61826. /** @hidden */
  61827. export var tonemapPixelShader: {
  61828. name: string;
  61829. shader: string;
  61830. };
  61831. }
  61832. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  61833. import { Camera } from "babylonjs/Cameras/camera";
  61834. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61835. import "babylonjs/Shaders/tonemap.fragment";
  61836. import { Engine } from "babylonjs/Engines/engine";
  61837. /** Defines operator used for tonemapping */
  61838. export enum TonemappingOperator {
  61839. /** Hable */
  61840. Hable = 0,
  61841. /** Reinhard */
  61842. Reinhard = 1,
  61843. /** HejiDawson */
  61844. HejiDawson = 2,
  61845. /** Photographic */
  61846. Photographic = 3
  61847. }
  61848. /**
  61849. * Defines a post process to apply tone mapping
  61850. */
  61851. export class TonemapPostProcess extends PostProcess {
  61852. private _operator;
  61853. /** Defines the required exposure adjustement */
  61854. exposureAdjustment: number;
  61855. /**
  61856. * Creates a new TonemapPostProcess
  61857. * @param name defines the name of the postprocess
  61858. * @param _operator defines the operator to use
  61859. * @param exposureAdjustment defines the required exposure adjustement
  61860. * @param camera defines the camera to use (can be null)
  61861. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61862. * @param engine defines the hosting engine (can be ignore if camera is set)
  61863. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61864. */
  61865. constructor(name: string, _operator: TonemappingOperator,
  61866. /** Defines the required exposure adjustement */
  61867. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  61868. }
  61869. }
  61870. declare module "babylonjs/Shaders/depth.vertex" {
  61871. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61872. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61873. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61874. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61875. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61876. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61877. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61878. /** @hidden */
  61879. export var depthVertexShader: {
  61880. name: string;
  61881. shader: string;
  61882. };
  61883. }
  61884. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  61885. /** @hidden */
  61886. export var volumetricLightScatteringPixelShader: {
  61887. name: string;
  61888. shader: string;
  61889. };
  61890. }
  61891. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  61892. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61893. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61894. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61895. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61896. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61897. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61898. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61899. /** @hidden */
  61900. export var volumetricLightScatteringPassVertexShader: {
  61901. name: string;
  61902. shader: string;
  61903. };
  61904. }
  61905. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  61906. /** @hidden */
  61907. export var volumetricLightScatteringPassPixelShader: {
  61908. name: string;
  61909. shader: string;
  61910. };
  61911. }
  61912. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  61913. import { Vector3 } from "babylonjs/Maths/math.vector";
  61914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61915. import { Mesh } from "babylonjs/Meshes/mesh";
  61916. import { Camera } from "babylonjs/Cameras/camera";
  61917. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61918. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61919. import { Scene } from "babylonjs/scene";
  61920. import "babylonjs/Meshes/Builders/planeBuilder";
  61921. import "babylonjs/Shaders/depth.vertex";
  61922. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  61923. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  61924. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  61925. import { Engine } from "babylonjs/Engines/engine";
  61926. /**
  61927. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  61928. */
  61929. export class VolumetricLightScatteringPostProcess extends PostProcess {
  61930. private _volumetricLightScatteringPass;
  61931. private _volumetricLightScatteringRTT;
  61932. private _viewPort;
  61933. private _screenCoordinates;
  61934. private _cachedDefines;
  61935. /**
  61936. * If not undefined, the mesh position is computed from the attached node position
  61937. */
  61938. attachedNode: {
  61939. position: Vector3;
  61940. };
  61941. /**
  61942. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  61943. */
  61944. customMeshPosition: Vector3;
  61945. /**
  61946. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  61947. */
  61948. useCustomMeshPosition: boolean;
  61949. /**
  61950. * If the post-process should inverse the light scattering direction
  61951. */
  61952. invert: boolean;
  61953. /**
  61954. * The internal mesh used by the post-process
  61955. */
  61956. mesh: Mesh;
  61957. /**
  61958. * @hidden
  61959. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  61960. */
  61961. useDiffuseColor: boolean;
  61962. /**
  61963. * Array containing the excluded meshes not rendered in the internal pass
  61964. */
  61965. excludedMeshes: AbstractMesh[];
  61966. /**
  61967. * Controls the overall intensity of the post-process
  61968. */
  61969. exposure: number;
  61970. /**
  61971. * Dissipates each sample's contribution in range [0, 1]
  61972. */
  61973. decay: number;
  61974. /**
  61975. * Controls the overall intensity of each sample
  61976. */
  61977. weight: number;
  61978. /**
  61979. * Controls the density of each sample
  61980. */
  61981. density: number;
  61982. /**
  61983. * @constructor
  61984. * @param name The post-process name
  61985. * @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)
  61986. * @param camera The camera that the post-process will be attached to
  61987. * @param mesh The mesh used to create the light scattering
  61988. * @param samples The post-process quality, default 100
  61989. * @param samplingModeThe post-process filtering mode
  61990. * @param engine The babylon engine
  61991. * @param reusable If the post-process is reusable
  61992. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61993. */
  61994. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61995. /**
  61996. * Returns the string "VolumetricLightScatteringPostProcess"
  61997. * @returns "VolumetricLightScatteringPostProcess"
  61998. */
  61999. getClassName(): string;
  62000. private _isReady;
  62001. /**
  62002. * Sets the new light position for light scattering effect
  62003. * @param position The new custom light position
  62004. */
  62005. setCustomMeshPosition(position: Vector3): void;
  62006. /**
  62007. * Returns the light position for light scattering effect
  62008. * @return Vector3 The custom light position
  62009. */
  62010. getCustomMeshPosition(): Vector3;
  62011. /**
  62012. * Disposes the internal assets and detaches the post-process from the camera
  62013. */
  62014. dispose(camera: Camera): void;
  62015. /**
  62016. * Returns the render target texture used by the post-process
  62017. * @return the render target texture used by the post-process
  62018. */
  62019. getPass(): RenderTargetTexture;
  62020. private _meshExcluded;
  62021. private _createPass;
  62022. private _updateMeshScreenCoordinates;
  62023. /**
  62024. * Creates a default mesh for the Volumeric Light Scattering post-process
  62025. * @param name The mesh name
  62026. * @param scene The scene where to create the mesh
  62027. * @return the default mesh
  62028. */
  62029. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  62030. }
  62031. }
  62032. declare module "babylonjs/PostProcesses/index" {
  62033. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  62034. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  62035. export * from "babylonjs/PostProcesses/bloomEffect";
  62036. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  62037. export * from "babylonjs/PostProcesses/blurPostProcess";
  62038. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62039. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  62040. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  62041. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  62042. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  62043. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  62044. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  62045. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  62046. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62047. export * from "babylonjs/PostProcesses/filterPostProcess";
  62048. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  62049. export * from "babylonjs/PostProcesses/grainPostProcess";
  62050. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  62051. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62052. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  62053. export * from "babylonjs/PostProcesses/passPostProcess";
  62054. export * from "babylonjs/PostProcesses/postProcess";
  62055. export * from "babylonjs/PostProcesses/postProcessManager";
  62056. export * from "babylonjs/PostProcesses/refractionPostProcess";
  62057. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  62058. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  62059. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  62060. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  62061. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  62062. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  62063. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  62064. }
  62065. declare module "babylonjs/Probes/index" {
  62066. export * from "babylonjs/Probes/reflectionProbe";
  62067. }
  62068. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  62069. import { Scene } from "babylonjs/scene";
  62070. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62071. import { SmartArray } from "babylonjs/Misc/smartArray";
  62072. import { ISceneComponent } from "babylonjs/sceneComponent";
  62073. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  62074. import "babylonjs/Meshes/Builders/boxBuilder";
  62075. import "babylonjs/Shaders/color.fragment";
  62076. import "babylonjs/Shaders/color.vertex";
  62077. import { Color3 } from "babylonjs/Maths/math.color";
  62078. module "babylonjs/scene" {
  62079. interface Scene {
  62080. /** @hidden (Backing field) */
  62081. _boundingBoxRenderer: BoundingBoxRenderer;
  62082. /** @hidden (Backing field) */
  62083. _forceShowBoundingBoxes: boolean;
  62084. /**
  62085. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  62086. */
  62087. forceShowBoundingBoxes: boolean;
  62088. /**
  62089. * Gets the bounding box renderer associated with the scene
  62090. * @returns a BoundingBoxRenderer
  62091. */
  62092. getBoundingBoxRenderer(): BoundingBoxRenderer;
  62093. }
  62094. }
  62095. module "babylonjs/Meshes/abstractMesh" {
  62096. interface AbstractMesh {
  62097. /** @hidden (Backing field) */
  62098. _showBoundingBox: boolean;
  62099. /**
  62100. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  62101. */
  62102. showBoundingBox: boolean;
  62103. }
  62104. }
  62105. /**
  62106. * Component responsible of rendering the bounding box of the meshes in a scene.
  62107. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  62108. */
  62109. export class BoundingBoxRenderer implements ISceneComponent {
  62110. /**
  62111. * The component name helpfull to identify the component in the list of scene components.
  62112. */
  62113. readonly name: string;
  62114. /**
  62115. * The scene the component belongs to.
  62116. */
  62117. scene: Scene;
  62118. /**
  62119. * Color of the bounding box lines placed in front of an object
  62120. */
  62121. frontColor: Color3;
  62122. /**
  62123. * Color of the bounding box lines placed behind an object
  62124. */
  62125. backColor: Color3;
  62126. /**
  62127. * Defines if the renderer should show the back lines or not
  62128. */
  62129. showBackLines: boolean;
  62130. /**
  62131. * @hidden
  62132. */
  62133. renderList: SmartArray<BoundingBox>;
  62134. private _colorShader;
  62135. private _vertexBuffers;
  62136. private _indexBuffer;
  62137. private _fillIndexBuffer;
  62138. private _fillIndexData;
  62139. /**
  62140. * Instantiates a new bounding box renderer in a scene.
  62141. * @param scene the scene the renderer renders in
  62142. */
  62143. constructor(scene: Scene);
  62144. /**
  62145. * Registers the component in a given scene
  62146. */
  62147. register(): void;
  62148. private _evaluateSubMesh;
  62149. private _activeMesh;
  62150. private _prepareRessources;
  62151. private _createIndexBuffer;
  62152. /**
  62153. * Rebuilds the elements related to this component in case of
  62154. * context lost for instance.
  62155. */
  62156. rebuild(): void;
  62157. /**
  62158. * @hidden
  62159. */
  62160. reset(): void;
  62161. /**
  62162. * Render the bounding boxes of a specific rendering group
  62163. * @param renderingGroupId defines the rendering group to render
  62164. */
  62165. render(renderingGroupId: number): void;
  62166. /**
  62167. * In case of occlusion queries, we can render the occlusion bounding box through this method
  62168. * @param mesh Define the mesh to render the occlusion bounding box for
  62169. */
  62170. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  62171. /**
  62172. * Dispose and release the resources attached to this renderer.
  62173. */
  62174. dispose(): void;
  62175. }
  62176. }
  62177. declare module "babylonjs/Shaders/depth.fragment" {
  62178. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62179. /** @hidden */
  62180. export var depthPixelShader: {
  62181. name: string;
  62182. shader: string;
  62183. };
  62184. }
  62185. declare module "babylonjs/Rendering/depthRenderer" {
  62186. import { Nullable } from "babylonjs/types";
  62187. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62188. import { Scene } from "babylonjs/scene";
  62189. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62190. import { Camera } from "babylonjs/Cameras/camera";
  62191. import "babylonjs/Shaders/depth.fragment";
  62192. import "babylonjs/Shaders/depth.vertex";
  62193. /**
  62194. * This represents a depth renderer in Babylon.
  62195. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  62196. */
  62197. export class DepthRenderer {
  62198. private _scene;
  62199. private _depthMap;
  62200. private _effect;
  62201. private readonly _storeNonLinearDepth;
  62202. private readonly _clearColor;
  62203. /** Get if the depth renderer is using packed depth or not */
  62204. readonly isPacked: boolean;
  62205. private _cachedDefines;
  62206. private _camera;
  62207. /**
  62208. * Specifiess that the depth renderer will only be used within
  62209. * the camera it is created for.
  62210. * This can help forcing its rendering during the camera processing.
  62211. */
  62212. useOnlyInActiveCamera: boolean;
  62213. /** @hidden */
  62214. static _SceneComponentInitialization: (scene: Scene) => void;
  62215. /**
  62216. * Instantiates a depth renderer
  62217. * @param scene The scene the renderer belongs to
  62218. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  62219. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  62220. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62221. */
  62222. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  62223. /**
  62224. * Creates the depth rendering effect and checks if the effect is ready.
  62225. * @param subMesh The submesh to be used to render the depth map of
  62226. * @param useInstances If multiple world instances should be used
  62227. * @returns if the depth renderer is ready to render the depth map
  62228. */
  62229. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62230. /**
  62231. * Gets the texture which the depth map will be written to.
  62232. * @returns The depth map texture
  62233. */
  62234. getDepthMap(): RenderTargetTexture;
  62235. /**
  62236. * Disposes of the depth renderer.
  62237. */
  62238. dispose(): void;
  62239. }
  62240. }
  62241. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  62242. import { Nullable } from "babylonjs/types";
  62243. import { Scene } from "babylonjs/scene";
  62244. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  62245. import { Camera } from "babylonjs/Cameras/camera";
  62246. import { ISceneComponent } from "babylonjs/sceneComponent";
  62247. module "babylonjs/scene" {
  62248. interface Scene {
  62249. /** @hidden (Backing field) */
  62250. _depthRenderer: {
  62251. [id: string]: DepthRenderer;
  62252. };
  62253. /**
  62254. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  62255. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  62256. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62257. * @returns the created depth renderer
  62258. */
  62259. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  62260. /**
  62261. * Disables a depth renderer for a given camera
  62262. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  62263. */
  62264. disableDepthRenderer(camera?: Nullable<Camera>): void;
  62265. }
  62266. }
  62267. /**
  62268. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  62269. * in several rendering techniques.
  62270. */
  62271. export class DepthRendererSceneComponent implements ISceneComponent {
  62272. /**
  62273. * The component name helpfull to identify the component in the list of scene components.
  62274. */
  62275. readonly name: string;
  62276. /**
  62277. * The scene the component belongs to.
  62278. */
  62279. scene: Scene;
  62280. /**
  62281. * Creates a new instance of the component for the given scene
  62282. * @param scene Defines the scene to register the component in
  62283. */
  62284. constructor(scene: Scene);
  62285. /**
  62286. * Registers the component in a given scene
  62287. */
  62288. register(): void;
  62289. /**
  62290. * Rebuilds the elements related to this component in case of
  62291. * context lost for instance.
  62292. */
  62293. rebuild(): void;
  62294. /**
  62295. * Disposes the component and the associated ressources
  62296. */
  62297. dispose(): void;
  62298. private _gatherRenderTargets;
  62299. private _gatherActiveCameraRenderTargets;
  62300. }
  62301. }
  62302. declare module "babylonjs/Shaders/outline.fragment" {
  62303. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62304. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62305. /** @hidden */
  62306. export var outlinePixelShader: {
  62307. name: string;
  62308. shader: string;
  62309. };
  62310. }
  62311. declare module "babylonjs/Shaders/outline.vertex" {
  62312. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62313. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62314. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62315. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62316. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62317. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62318. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62319. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62320. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62321. /** @hidden */
  62322. export var outlineVertexShader: {
  62323. name: string;
  62324. shader: string;
  62325. };
  62326. }
  62327. declare module "babylonjs/Rendering/outlineRenderer" {
  62328. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62329. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62330. import { Scene } from "babylonjs/scene";
  62331. import { ISceneComponent } from "babylonjs/sceneComponent";
  62332. import "babylonjs/Shaders/outline.fragment";
  62333. import "babylonjs/Shaders/outline.vertex";
  62334. module "babylonjs/scene" {
  62335. interface Scene {
  62336. /** @hidden */
  62337. _outlineRenderer: OutlineRenderer;
  62338. /**
  62339. * Gets the outline renderer associated with the scene
  62340. * @returns a OutlineRenderer
  62341. */
  62342. getOutlineRenderer(): OutlineRenderer;
  62343. }
  62344. }
  62345. module "babylonjs/Meshes/abstractMesh" {
  62346. interface AbstractMesh {
  62347. /** @hidden (Backing field) */
  62348. _renderOutline: boolean;
  62349. /**
  62350. * Gets or sets a boolean indicating if the outline must be rendered as well
  62351. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62352. */
  62353. renderOutline: boolean;
  62354. /** @hidden (Backing field) */
  62355. _renderOverlay: boolean;
  62356. /**
  62357. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62358. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62359. */
  62360. renderOverlay: boolean;
  62361. }
  62362. }
  62363. /**
  62364. * This class is responsible to draw bothe outline/overlay of meshes.
  62365. * It should not be used directly but through the available method on mesh.
  62366. */
  62367. export class OutlineRenderer implements ISceneComponent {
  62368. /**
  62369. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62370. */
  62371. private static _StencilReference;
  62372. /**
  62373. * The name of the component. Each component must have a unique name.
  62374. */
  62375. name: string;
  62376. /**
  62377. * The scene the component belongs to.
  62378. */
  62379. scene: Scene;
  62380. /**
  62381. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62382. */
  62383. zOffset: number;
  62384. private _engine;
  62385. private _effect;
  62386. private _cachedDefines;
  62387. private _savedDepthWrite;
  62388. /**
  62389. * Instantiates a new outline renderer. (There could be only one per scene).
  62390. * @param scene Defines the scene it belongs to
  62391. */
  62392. constructor(scene: Scene);
  62393. /**
  62394. * Register the component to one instance of a scene.
  62395. */
  62396. register(): void;
  62397. /**
  62398. * Rebuilds the elements related to this component in case of
  62399. * context lost for instance.
  62400. */
  62401. rebuild(): void;
  62402. /**
  62403. * Disposes the component and the associated ressources.
  62404. */
  62405. dispose(): void;
  62406. /**
  62407. * Renders the outline in the canvas.
  62408. * @param subMesh Defines the sumesh to render
  62409. * @param batch Defines the batch of meshes in case of instances
  62410. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62411. */
  62412. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62413. /**
  62414. * Returns whether or not the outline renderer is ready for a given submesh.
  62415. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62416. * @param subMesh Defines the submesh to check readyness for
  62417. * @param useInstances Defines wheter wee are trying to render instances or not
  62418. * @returns true if ready otherwise false
  62419. */
  62420. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62421. private _beforeRenderingMesh;
  62422. private _afterRenderingMesh;
  62423. }
  62424. }
  62425. declare module "babylonjs/Rendering/index" {
  62426. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62427. export * from "babylonjs/Rendering/depthRenderer";
  62428. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62429. export * from "babylonjs/Rendering/edgesRenderer";
  62430. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62431. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62432. export * from "babylonjs/Rendering/outlineRenderer";
  62433. export * from "babylonjs/Rendering/renderingGroup";
  62434. export * from "babylonjs/Rendering/renderingManager";
  62435. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62436. }
  62437. declare module "babylonjs/Sprites/index" {
  62438. export * from "babylonjs/Sprites/sprite";
  62439. export * from "babylonjs/Sprites/spriteManager";
  62440. export * from "babylonjs/Sprites/spriteSceneComponent";
  62441. }
  62442. declare module "babylonjs/Misc/assetsManager" {
  62443. import { Scene } from "babylonjs/scene";
  62444. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62445. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62446. import { Skeleton } from "babylonjs/Bones/skeleton";
  62447. import { Observable } from "babylonjs/Misc/observable";
  62448. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  62449. import { Texture } from "babylonjs/Materials/Textures/texture";
  62450. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  62451. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  62452. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  62453. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  62454. /**
  62455. * Defines the list of states available for a task inside a AssetsManager
  62456. */
  62457. export enum AssetTaskState {
  62458. /**
  62459. * Initialization
  62460. */
  62461. INIT = 0,
  62462. /**
  62463. * Running
  62464. */
  62465. RUNNING = 1,
  62466. /**
  62467. * Done
  62468. */
  62469. DONE = 2,
  62470. /**
  62471. * Error
  62472. */
  62473. ERROR = 3
  62474. }
  62475. /**
  62476. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62477. */
  62478. export abstract class AbstractAssetTask {
  62479. /**
  62480. * Task name
  62481. */ name: string;
  62482. /**
  62483. * Callback called when the task is successful
  62484. */
  62485. onSuccess: (task: any) => void;
  62486. /**
  62487. * Callback called when the task is not successful
  62488. */
  62489. onError: (task: any, message?: string, exception?: any) => void;
  62490. /**
  62491. * Creates a new AssetsManager
  62492. * @param name defines the name of the task
  62493. */
  62494. constructor(
  62495. /**
  62496. * Task name
  62497. */ name: string);
  62498. private _isCompleted;
  62499. private _taskState;
  62500. private _errorObject;
  62501. /**
  62502. * Get if the task is completed
  62503. */
  62504. readonly isCompleted: boolean;
  62505. /**
  62506. * Gets the current state of the task
  62507. */
  62508. readonly taskState: AssetTaskState;
  62509. /**
  62510. * Gets the current error object (if task is in error)
  62511. */
  62512. readonly errorObject: {
  62513. message?: string;
  62514. exception?: any;
  62515. };
  62516. /**
  62517. * Internal only
  62518. * @hidden
  62519. */
  62520. _setErrorObject(message?: string, exception?: any): void;
  62521. /**
  62522. * Execute the current task
  62523. * @param scene defines the scene where you want your assets to be loaded
  62524. * @param onSuccess is a callback called when the task is successfully executed
  62525. * @param onError is a callback called if an error occurs
  62526. */
  62527. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62528. /**
  62529. * Execute the current task
  62530. * @param scene defines the scene where you want your assets to be loaded
  62531. * @param onSuccess is a callback called when the task is successfully executed
  62532. * @param onError is a callback called if an error occurs
  62533. */
  62534. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62535. /**
  62536. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62537. * This can be used with failed tasks that have the reason for failure fixed.
  62538. */
  62539. reset(): void;
  62540. private onErrorCallback;
  62541. private onDoneCallback;
  62542. }
  62543. /**
  62544. * Define the interface used by progress events raised during assets loading
  62545. */
  62546. export interface IAssetsProgressEvent {
  62547. /**
  62548. * Defines the number of remaining tasks to process
  62549. */
  62550. remainingCount: number;
  62551. /**
  62552. * Defines the total number of tasks
  62553. */
  62554. totalCount: number;
  62555. /**
  62556. * Defines the task that was just processed
  62557. */
  62558. task: AbstractAssetTask;
  62559. }
  62560. /**
  62561. * Class used to share progress information about assets loading
  62562. */
  62563. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62564. /**
  62565. * Defines the number of remaining tasks to process
  62566. */
  62567. remainingCount: number;
  62568. /**
  62569. * Defines the total number of tasks
  62570. */
  62571. totalCount: number;
  62572. /**
  62573. * Defines the task that was just processed
  62574. */
  62575. task: AbstractAssetTask;
  62576. /**
  62577. * Creates a AssetsProgressEvent
  62578. * @param remainingCount defines the number of remaining tasks to process
  62579. * @param totalCount defines the total number of tasks
  62580. * @param task defines the task that was just processed
  62581. */
  62582. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62583. }
  62584. /**
  62585. * Define a task used by AssetsManager to load meshes
  62586. */
  62587. export class MeshAssetTask extends AbstractAssetTask {
  62588. /**
  62589. * Defines the name of the task
  62590. */
  62591. name: string;
  62592. /**
  62593. * Defines the list of mesh's names you want to load
  62594. */
  62595. meshesNames: any;
  62596. /**
  62597. * Defines the root url to use as a base to load your meshes and associated resources
  62598. */
  62599. rootUrl: string;
  62600. /**
  62601. * Defines the filename of the scene to load from
  62602. */
  62603. sceneFilename: string;
  62604. /**
  62605. * Gets the list of loaded meshes
  62606. */
  62607. loadedMeshes: Array<AbstractMesh>;
  62608. /**
  62609. * Gets the list of loaded particle systems
  62610. */
  62611. loadedParticleSystems: Array<IParticleSystem>;
  62612. /**
  62613. * Gets the list of loaded skeletons
  62614. */
  62615. loadedSkeletons: Array<Skeleton>;
  62616. /**
  62617. * Gets the list of loaded animation groups
  62618. */
  62619. loadedAnimationGroups: Array<AnimationGroup>;
  62620. /**
  62621. * Callback called when the task is successful
  62622. */
  62623. onSuccess: (task: MeshAssetTask) => void;
  62624. /**
  62625. * Callback called when the task is successful
  62626. */
  62627. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62628. /**
  62629. * Creates a new MeshAssetTask
  62630. * @param name defines the name of the task
  62631. * @param meshesNames defines the list of mesh's names you want to load
  62632. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62633. * @param sceneFilename defines the filename of the scene to load from
  62634. */
  62635. constructor(
  62636. /**
  62637. * Defines the name of the task
  62638. */
  62639. name: string,
  62640. /**
  62641. * Defines the list of mesh's names you want to load
  62642. */
  62643. meshesNames: any,
  62644. /**
  62645. * Defines the root url to use as a base to load your meshes and associated resources
  62646. */
  62647. rootUrl: string,
  62648. /**
  62649. * Defines the filename of the scene to load from
  62650. */
  62651. sceneFilename: string);
  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 text content
  62662. */
  62663. export class TextFileAssetTask extends AbstractAssetTask {
  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. * Gets the loaded text string
  62674. */
  62675. text: string;
  62676. /**
  62677. * Callback called when the task is successful
  62678. */
  62679. onSuccess: (task: TextFileAssetTask) => void;
  62680. /**
  62681. * Callback called when the task is successful
  62682. */
  62683. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62684. /**
  62685. * Creates a new TextFileAssetTask object
  62686. * @param name defines the name of the task
  62687. * @param url defines the location of the file to load
  62688. */
  62689. constructor(
  62690. /**
  62691. * Defines the name of the task
  62692. */
  62693. name: string,
  62694. /**
  62695. * Defines the location of the file to load
  62696. */
  62697. url: string);
  62698. /**
  62699. * Execute the current task
  62700. * @param scene defines the scene where you want your assets to be loaded
  62701. * @param onSuccess is a callback called when the task is successfully executed
  62702. * @param onError is a callback called if an error occurs
  62703. */
  62704. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62705. }
  62706. /**
  62707. * Define a task used by AssetsManager to load binary data
  62708. */
  62709. export class BinaryFileAssetTask extends AbstractAssetTask {
  62710. /**
  62711. * Defines the name of the task
  62712. */
  62713. name: string;
  62714. /**
  62715. * Defines the location of the file to load
  62716. */
  62717. url: string;
  62718. /**
  62719. * Gets the lodaded data (as an array buffer)
  62720. */
  62721. data: ArrayBuffer;
  62722. /**
  62723. * Callback called when the task is successful
  62724. */
  62725. onSuccess: (task: BinaryFileAssetTask) => void;
  62726. /**
  62727. * Callback called when the task is successful
  62728. */
  62729. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62730. /**
  62731. * Creates a new BinaryFileAssetTask object
  62732. * @param name defines the name of the new task
  62733. * @param url defines the location of the file to load
  62734. */
  62735. constructor(
  62736. /**
  62737. * Defines the name of the task
  62738. */
  62739. name: string,
  62740. /**
  62741. * Defines the location of the file to load
  62742. */
  62743. url: string);
  62744. /**
  62745. * Execute the current task
  62746. * @param scene defines the scene where you want your assets to be loaded
  62747. * @param onSuccess is a callback called when the task is successfully executed
  62748. * @param onError is a callback called if an error occurs
  62749. */
  62750. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62751. }
  62752. /**
  62753. * Define a task used by AssetsManager to load images
  62754. */
  62755. export class ImageAssetTask extends AbstractAssetTask {
  62756. /**
  62757. * Defines the name of the task
  62758. */
  62759. name: string;
  62760. /**
  62761. * Defines the location of the image to load
  62762. */
  62763. url: string;
  62764. /**
  62765. * Gets the loaded images
  62766. */
  62767. image: HTMLImageElement;
  62768. /**
  62769. * Callback called when the task is successful
  62770. */
  62771. onSuccess: (task: ImageAssetTask) => void;
  62772. /**
  62773. * Callback called when the task is successful
  62774. */
  62775. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62776. /**
  62777. * Creates a new ImageAssetTask
  62778. * @param name defines the name of the task
  62779. * @param url defines the location of the image to load
  62780. */
  62781. constructor(
  62782. /**
  62783. * Defines the name of the task
  62784. */
  62785. name: string,
  62786. /**
  62787. * Defines the location of the image to load
  62788. */
  62789. url: string);
  62790. /**
  62791. * Execute the current task
  62792. * @param scene defines the scene where you want your assets to be loaded
  62793. * @param onSuccess is a callback called when the task is successfully executed
  62794. * @param onError is a callback called if an error occurs
  62795. */
  62796. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62797. }
  62798. /**
  62799. * Defines the interface used by texture loading tasks
  62800. */
  62801. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62802. /**
  62803. * Gets the loaded texture
  62804. */
  62805. texture: TEX;
  62806. }
  62807. /**
  62808. * Define a task used by AssetsManager to load 2D textures
  62809. */
  62810. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62811. /**
  62812. * Defines the name of the task
  62813. */
  62814. name: string;
  62815. /**
  62816. * Defines the location of the file to load
  62817. */
  62818. url: string;
  62819. /**
  62820. * Defines if mipmap should not be generated (default is false)
  62821. */
  62822. noMipmap?: boolean | undefined;
  62823. /**
  62824. * Defines if texture must be inverted on Y axis (default is false)
  62825. */
  62826. invertY?: boolean | undefined;
  62827. /**
  62828. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62829. */
  62830. samplingMode: number;
  62831. /**
  62832. * Gets the loaded texture
  62833. */
  62834. texture: Texture;
  62835. /**
  62836. * Callback called when the task is successful
  62837. */
  62838. onSuccess: (task: TextureAssetTask) => void;
  62839. /**
  62840. * Callback called when the task is successful
  62841. */
  62842. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62843. /**
  62844. * Creates a new TextureAssetTask object
  62845. * @param name defines the name of the task
  62846. * @param url defines the location of the file to load
  62847. * @param noMipmap defines if mipmap should not be generated (default is false)
  62848. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62849. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62850. */
  62851. constructor(
  62852. /**
  62853. * Defines the name of the task
  62854. */
  62855. name: string,
  62856. /**
  62857. * Defines the location of the file to load
  62858. */
  62859. url: string,
  62860. /**
  62861. * Defines if mipmap should not be generated (default is false)
  62862. */
  62863. noMipmap?: boolean | undefined,
  62864. /**
  62865. * Defines if texture must be inverted on Y axis (default is false)
  62866. */
  62867. invertY?: boolean | undefined,
  62868. /**
  62869. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62870. */
  62871. samplingMode?: number);
  62872. /**
  62873. * Execute the current task
  62874. * @param scene defines the scene where you want your assets to be loaded
  62875. * @param onSuccess is a callback called when the task is successfully executed
  62876. * @param onError is a callback called if an error occurs
  62877. */
  62878. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62879. }
  62880. /**
  62881. * Define a task used by AssetsManager to load cube textures
  62882. */
  62883. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  62884. /**
  62885. * Defines the name of the task
  62886. */
  62887. name: string;
  62888. /**
  62889. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62890. */
  62891. url: string;
  62892. /**
  62893. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62894. */
  62895. extensions?: string[] | undefined;
  62896. /**
  62897. * Defines if mipmaps should not be generated (default is false)
  62898. */
  62899. noMipmap?: boolean | undefined;
  62900. /**
  62901. * Defines the explicit list of files (undefined by default)
  62902. */
  62903. files?: string[] | undefined;
  62904. /**
  62905. * Gets the loaded texture
  62906. */
  62907. texture: CubeTexture;
  62908. /**
  62909. * Callback called when the task is successful
  62910. */
  62911. onSuccess: (task: CubeTextureAssetTask) => void;
  62912. /**
  62913. * Callback called when the task is successful
  62914. */
  62915. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  62916. /**
  62917. * Creates a new CubeTextureAssetTask
  62918. * @param name defines the name of the task
  62919. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62920. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62921. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62922. * @param files defines the explicit list of files (undefined by default)
  62923. */
  62924. constructor(
  62925. /**
  62926. * Defines the name of the task
  62927. */
  62928. name: string,
  62929. /**
  62930. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62931. */
  62932. url: string,
  62933. /**
  62934. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62935. */
  62936. extensions?: string[] | undefined,
  62937. /**
  62938. * Defines if mipmaps should not be generated (default is false)
  62939. */
  62940. noMipmap?: boolean | undefined,
  62941. /**
  62942. * Defines the explicit list of files (undefined by default)
  62943. */
  62944. files?: string[] | undefined);
  62945. /**
  62946. * Execute the current task
  62947. * @param scene defines the scene where you want your assets to be loaded
  62948. * @param onSuccess is a callback called when the task is successfully executed
  62949. * @param onError is a callback called if an error occurs
  62950. */
  62951. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62952. }
  62953. /**
  62954. * Define a task used by AssetsManager to load HDR cube textures
  62955. */
  62956. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  62957. /**
  62958. * Defines the name of the task
  62959. */
  62960. name: string;
  62961. /**
  62962. * Defines the location of the file to load
  62963. */
  62964. url: string;
  62965. /**
  62966. * Defines the desired size (the more it increases the longer the generation will be)
  62967. */
  62968. size: number;
  62969. /**
  62970. * Defines if mipmaps should not be generated (default is false)
  62971. */
  62972. noMipmap: boolean;
  62973. /**
  62974. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62975. */
  62976. generateHarmonics: boolean;
  62977. /**
  62978. * 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)
  62979. */
  62980. gammaSpace: boolean;
  62981. /**
  62982. * Internal Use Only
  62983. */
  62984. reserved: boolean;
  62985. /**
  62986. * Gets the loaded texture
  62987. */
  62988. texture: HDRCubeTexture;
  62989. /**
  62990. * Callback called when the task is successful
  62991. */
  62992. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62993. /**
  62994. * Callback called when the task is successful
  62995. */
  62996. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62997. /**
  62998. * Creates a new HDRCubeTextureAssetTask object
  62999. * @param name defines the name of the task
  63000. * @param url defines the location of the file to load
  63001. * @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.
  63002. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63003. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63004. * @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)
  63005. * @param reserved Internal use only
  63006. */
  63007. constructor(
  63008. /**
  63009. * Defines the name of the task
  63010. */
  63011. name: string,
  63012. /**
  63013. * Defines the location of the file to load
  63014. */
  63015. url: string,
  63016. /**
  63017. * Defines the desired size (the more it increases the longer the generation will be)
  63018. */
  63019. size: number,
  63020. /**
  63021. * Defines if mipmaps should not be generated (default is false)
  63022. */
  63023. noMipmap?: boolean,
  63024. /**
  63025. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63026. */
  63027. generateHarmonics?: boolean,
  63028. /**
  63029. * 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)
  63030. */
  63031. gammaSpace?: boolean,
  63032. /**
  63033. * Internal Use Only
  63034. */
  63035. reserved?: boolean);
  63036. /**
  63037. * Execute the current task
  63038. * @param scene defines the scene where you want your assets to be loaded
  63039. * @param onSuccess is a callback called when the task is successfully executed
  63040. * @param onError is a callback called if an error occurs
  63041. */
  63042. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63043. }
  63044. /**
  63045. * Define a task used by AssetsManager to load Equirectangular cube textures
  63046. */
  63047. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  63048. /**
  63049. * Defines the name of the task
  63050. */
  63051. name: string;
  63052. /**
  63053. * Defines the location of the file to load
  63054. */
  63055. url: string;
  63056. /**
  63057. * Defines the desired size (the more it increases the longer the generation will be)
  63058. */
  63059. size: number;
  63060. /**
  63061. * Defines if mipmaps should not be generated (default is false)
  63062. */
  63063. noMipmap: boolean;
  63064. /**
  63065. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63066. * but the standard material would require them in Gamma space) (default is true)
  63067. */
  63068. gammaSpace: boolean;
  63069. /**
  63070. * Gets the loaded texture
  63071. */
  63072. texture: EquiRectangularCubeTexture;
  63073. /**
  63074. * Callback called when the task is successful
  63075. */
  63076. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  63077. /**
  63078. * Callback called when the task is successful
  63079. */
  63080. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  63081. /**
  63082. * Creates a new EquiRectangularCubeTextureAssetTask object
  63083. * @param name defines the name of the task
  63084. * @param url defines the location of the file to load
  63085. * @param size defines the desired size (the more it increases the longer the generation will be)
  63086. * If the size is omitted this implies you are using a preprocessed cubemap.
  63087. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63088. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  63089. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  63090. * (default is true)
  63091. */
  63092. constructor(
  63093. /**
  63094. * Defines the name of the task
  63095. */
  63096. name: string,
  63097. /**
  63098. * Defines the location of the file to load
  63099. */
  63100. url: string,
  63101. /**
  63102. * Defines the desired size (the more it increases the longer the generation will be)
  63103. */
  63104. size: number,
  63105. /**
  63106. * Defines if mipmaps should not be generated (default is false)
  63107. */
  63108. noMipmap?: boolean,
  63109. /**
  63110. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63111. * but the standard material would require them in Gamma space) (default is true)
  63112. */
  63113. gammaSpace?: boolean);
  63114. /**
  63115. * Execute the current task
  63116. * @param scene defines the scene where you want your assets to be loaded
  63117. * @param onSuccess is a callback called when the task is successfully executed
  63118. * @param onError is a callback called if an error occurs
  63119. */
  63120. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63121. }
  63122. /**
  63123. * This class can be used to easily import assets into a scene
  63124. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  63125. */
  63126. export class AssetsManager {
  63127. private _scene;
  63128. private _isLoading;
  63129. protected _tasks: AbstractAssetTask[];
  63130. protected _waitingTasksCount: number;
  63131. protected _totalTasksCount: number;
  63132. /**
  63133. * Callback called when all tasks are processed
  63134. */
  63135. onFinish: (tasks: AbstractAssetTask[]) => void;
  63136. /**
  63137. * Callback called when a task is successful
  63138. */
  63139. onTaskSuccess: (task: AbstractAssetTask) => void;
  63140. /**
  63141. * Callback called when a task had an error
  63142. */
  63143. onTaskError: (task: AbstractAssetTask) => void;
  63144. /**
  63145. * Callback called when a task is done (whatever the result is)
  63146. */
  63147. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  63148. /**
  63149. * Observable called when all tasks are processed
  63150. */
  63151. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  63152. /**
  63153. * Observable called when a task had an error
  63154. */
  63155. onTaskErrorObservable: Observable<AbstractAssetTask>;
  63156. /**
  63157. * Observable called when all tasks were executed
  63158. */
  63159. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  63160. /**
  63161. * Observable called when a task is done (whatever the result is)
  63162. */
  63163. onProgressObservable: Observable<IAssetsProgressEvent>;
  63164. /**
  63165. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  63166. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  63167. */
  63168. useDefaultLoadingScreen: boolean;
  63169. /**
  63170. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  63171. * when all assets have been downloaded.
  63172. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  63173. */
  63174. autoHideLoadingUI: boolean;
  63175. /**
  63176. * Creates a new AssetsManager
  63177. * @param scene defines the scene to work on
  63178. */
  63179. constructor(scene: Scene);
  63180. /**
  63181. * Add a MeshAssetTask to the list of active tasks
  63182. * @param taskName defines the name of the new task
  63183. * @param meshesNames defines the name of meshes to load
  63184. * @param rootUrl defines the root url to use to locate files
  63185. * @param sceneFilename defines the filename of the scene file
  63186. * @returns a new MeshAssetTask object
  63187. */
  63188. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  63189. /**
  63190. * Add a TextFileAssetTask to the list of active tasks
  63191. * @param taskName defines the name of the new task
  63192. * @param url defines the url of the file to load
  63193. * @returns a new TextFileAssetTask object
  63194. */
  63195. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  63196. /**
  63197. * Add a BinaryFileAssetTask to the list of active tasks
  63198. * @param taskName defines the name of the new task
  63199. * @param url defines the url of the file to load
  63200. * @returns a new BinaryFileAssetTask object
  63201. */
  63202. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  63203. /**
  63204. * Add a ImageAssetTask to the list of active tasks
  63205. * @param taskName defines the name of the new task
  63206. * @param url defines the url of the file to load
  63207. * @returns a new ImageAssetTask object
  63208. */
  63209. addImageTask(taskName: string, url: string): ImageAssetTask;
  63210. /**
  63211. * Add a TextureAssetTask to the list of active tasks
  63212. * @param taskName defines the name of the new task
  63213. * @param url defines the url of the file to load
  63214. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63215. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  63216. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  63217. * @returns a new TextureAssetTask object
  63218. */
  63219. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  63220. /**
  63221. * Add a CubeTextureAssetTask to the list of active tasks
  63222. * @param taskName defines the name of the new task
  63223. * @param url defines the url of the file to load
  63224. * @param extensions defines the extension to use to load the cube map (can be null)
  63225. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63226. * @param files defines the list of files to load (can be null)
  63227. * @returns a new CubeTextureAssetTask object
  63228. */
  63229. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  63230. /**
  63231. *
  63232. * Add a HDRCubeTextureAssetTask to the list of active tasks
  63233. * @param taskName defines the name of the new task
  63234. * @param url defines the url of the file to load
  63235. * @param size defines the size you want for the cubemap (can be null)
  63236. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63237. * @param generateHarmonics defines if you want to automatically generate (true by default)
  63238. * @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)
  63239. * @param reserved Internal use only
  63240. * @returns a new HDRCubeTextureAssetTask object
  63241. */
  63242. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  63243. /**
  63244. *
  63245. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  63246. * @param taskName defines the name of the new task
  63247. * @param url defines the url of the file to load
  63248. * @param size defines the size you want for the cubemap (can be null)
  63249. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63250. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  63251. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  63252. * @returns a new EquiRectangularCubeTextureAssetTask object
  63253. */
  63254. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  63255. /**
  63256. * Remove a task from the assets manager.
  63257. * @param task the task to remove
  63258. */
  63259. removeTask(task: AbstractAssetTask): void;
  63260. private _decreaseWaitingTasksCount;
  63261. private _runTask;
  63262. /**
  63263. * Reset the AssetsManager and remove all tasks
  63264. * @return the current instance of the AssetsManager
  63265. */
  63266. reset(): AssetsManager;
  63267. /**
  63268. * Start the loading process
  63269. * @return the current instance of the AssetsManager
  63270. */
  63271. load(): AssetsManager;
  63272. /**
  63273. * Start the loading process as an async operation
  63274. * @return a promise returning the list of failed tasks
  63275. */
  63276. loadAsync(): Promise<void>;
  63277. }
  63278. }
  63279. declare module "babylonjs/Misc/deferred" {
  63280. /**
  63281. * Wrapper class for promise with external resolve and reject.
  63282. */
  63283. export class Deferred<T> {
  63284. /**
  63285. * The promise associated with this deferred object.
  63286. */
  63287. readonly promise: Promise<T>;
  63288. private _resolve;
  63289. private _reject;
  63290. /**
  63291. * The resolve method of the promise associated with this deferred object.
  63292. */
  63293. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  63294. /**
  63295. * The reject method of the promise associated with this deferred object.
  63296. */
  63297. readonly reject: (reason?: any) => void;
  63298. /**
  63299. * Constructor for this deferred object.
  63300. */
  63301. constructor();
  63302. }
  63303. }
  63304. declare module "babylonjs/Misc/meshExploder" {
  63305. import { Mesh } from "babylonjs/Meshes/mesh";
  63306. /**
  63307. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63308. */
  63309. export class MeshExploder {
  63310. private _centerMesh;
  63311. private _meshes;
  63312. private _meshesOrigins;
  63313. private _toCenterVectors;
  63314. private _scaledDirection;
  63315. private _newPosition;
  63316. private _centerPosition;
  63317. /**
  63318. * Explodes meshes from a center mesh.
  63319. * @param meshes The meshes to explode.
  63320. * @param centerMesh The mesh to be center of explosion.
  63321. */
  63322. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63323. private _setCenterMesh;
  63324. /**
  63325. * Get class name
  63326. * @returns "MeshExploder"
  63327. */
  63328. getClassName(): string;
  63329. /**
  63330. * "Exploded meshes"
  63331. * @returns Array of meshes with the centerMesh at index 0.
  63332. */
  63333. getMeshes(): Array<Mesh>;
  63334. /**
  63335. * Explodes meshes giving a specific direction
  63336. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63337. */
  63338. explode(direction?: number): void;
  63339. }
  63340. }
  63341. declare module "babylonjs/Misc/filesInput" {
  63342. import { Engine } from "babylonjs/Engines/engine";
  63343. import { Scene } from "babylonjs/scene";
  63344. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63345. /**
  63346. * Class used to help managing file picking and drag'n'drop
  63347. */
  63348. export class FilesInput {
  63349. /**
  63350. * List of files ready to be loaded
  63351. */
  63352. static readonly FilesToLoad: {
  63353. [key: string]: File;
  63354. };
  63355. /**
  63356. * Callback called when a file is processed
  63357. */
  63358. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63359. private _engine;
  63360. private _currentScene;
  63361. private _sceneLoadedCallback;
  63362. private _progressCallback;
  63363. private _additionalRenderLoopLogicCallback;
  63364. private _textureLoadingCallback;
  63365. private _startingProcessingFilesCallback;
  63366. private _onReloadCallback;
  63367. private _errorCallback;
  63368. private _elementToMonitor;
  63369. private _sceneFileToLoad;
  63370. private _filesToLoad;
  63371. /**
  63372. * Creates a new FilesInput
  63373. * @param engine defines the rendering engine
  63374. * @param scene defines the hosting scene
  63375. * @param sceneLoadedCallback callback called when scene is loaded
  63376. * @param progressCallback callback called to track progress
  63377. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63378. * @param textureLoadingCallback callback called when a texture is loading
  63379. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63380. * @param onReloadCallback callback called when a reload is requested
  63381. * @param errorCallback callback call if an error occurs
  63382. */
  63383. 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);
  63384. private _dragEnterHandler;
  63385. private _dragOverHandler;
  63386. private _dropHandler;
  63387. /**
  63388. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63389. * @param elementToMonitor defines the DOM element to track
  63390. */
  63391. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63392. /**
  63393. * Release all associated resources
  63394. */
  63395. dispose(): void;
  63396. private renderFunction;
  63397. private drag;
  63398. private drop;
  63399. private _traverseFolder;
  63400. private _processFiles;
  63401. /**
  63402. * Load files from a drop event
  63403. * @param event defines the drop event to use as source
  63404. */
  63405. loadFiles(event: any): void;
  63406. private _processReload;
  63407. /**
  63408. * Reload the current scene from the loaded files
  63409. */
  63410. reload(): void;
  63411. }
  63412. }
  63413. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63414. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63415. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63416. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63417. }
  63418. declare module "babylonjs/Misc/sceneOptimizer" {
  63419. import { Scene, IDisposable } from "babylonjs/scene";
  63420. import { Observable } from "babylonjs/Misc/observable";
  63421. /**
  63422. * Defines the root class used to create scene optimization to use with SceneOptimizer
  63423. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63424. */
  63425. export class SceneOptimization {
  63426. /**
  63427. * Defines the priority of this optimization (0 by default which means first in the list)
  63428. */
  63429. priority: number;
  63430. /**
  63431. * Gets a string describing the action executed by the current optimization
  63432. * @returns description string
  63433. */
  63434. getDescription(): string;
  63435. /**
  63436. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63437. * @param scene defines the current scene where to apply this optimization
  63438. * @param optimizer defines the current optimizer
  63439. * @returns true if everything that can be done was applied
  63440. */
  63441. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63442. /**
  63443. * Creates the SceneOptimization object
  63444. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63445. * @param desc defines the description associated with the optimization
  63446. */
  63447. constructor(
  63448. /**
  63449. * Defines the priority of this optimization (0 by default which means first in the list)
  63450. */
  63451. priority?: number);
  63452. }
  63453. /**
  63454. * Defines an optimization used to reduce the size of render target textures
  63455. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63456. */
  63457. export class TextureOptimization extends SceneOptimization {
  63458. /**
  63459. * Defines the priority of this optimization (0 by default which means first in the list)
  63460. */
  63461. priority: number;
  63462. /**
  63463. * 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
  63464. */
  63465. maximumSize: number;
  63466. /**
  63467. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63468. */
  63469. step: number;
  63470. /**
  63471. * Gets a string describing the action executed by the current optimization
  63472. * @returns description string
  63473. */
  63474. getDescription(): string;
  63475. /**
  63476. * Creates the TextureOptimization object
  63477. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63478. * @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
  63479. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63480. */
  63481. constructor(
  63482. /**
  63483. * Defines the priority of this optimization (0 by default which means first in the list)
  63484. */
  63485. priority?: number,
  63486. /**
  63487. * 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
  63488. */
  63489. maximumSize?: number,
  63490. /**
  63491. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63492. */
  63493. step?: number);
  63494. /**
  63495. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63496. * @param scene defines the current scene where to apply this optimization
  63497. * @param optimizer defines the current optimizer
  63498. * @returns true if everything that can be done was applied
  63499. */
  63500. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63501. }
  63502. /**
  63503. * Defines an optimization used to increase or decrease the rendering resolution
  63504. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63505. */
  63506. export class HardwareScalingOptimization extends SceneOptimization {
  63507. /**
  63508. * Defines the priority of this optimization (0 by default which means first in the list)
  63509. */
  63510. priority: number;
  63511. /**
  63512. * Defines the maximum scale to use (2 by default)
  63513. */
  63514. maximumScale: number;
  63515. /**
  63516. * Defines the step to use between two passes (0.5 by default)
  63517. */
  63518. step: number;
  63519. private _currentScale;
  63520. private _directionOffset;
  63521. /**
  63522. * Gets a string describing the action executed by the current optimization
  63523. * @return description string
  63524. */
  63525. getDescription(): string;
  63526. /**
  63527. * Creates the HardwareScalingOptimization object
  63528. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63529. * @param maximumScale defines the maximum scale to use (2 by default)
  63530. * @param step defines the step to use between two passes (0.5 by default)
  63531. */
  63532. constructor(
  63533. /**
  63534. * Defines the priority of this optimization (0 by default which means first in the list)
  63535. */
  63536. priority?: number,
  63537. /**
  63538. * Defines the maximum scale to use (2 by default)
  63539. */
  63540. maximumScale?: number,
  63541. /**
  63542. * Defines the step to use between two passes (0.5 by default)
  63543. */
  63544. step?: number);
  63545. /**
  63546. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63547. * @param scene defines the current scene where to apply this optimization
  63548. * @param optimizer defines the current optimizer
  63549. * @returns true if everything that can be done was applied
  63550. */
  63551. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63552. }
  63553. /**
  63554. * Defines an optimization used to remove shadows
  63555. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63556. */
  63557. export class ShadowsOptimization extends SceneOptimization {
  63558. /**
  63559. * Gets a string describing the action executed by the current optimization
  63560. * @return description string
  63561. */
  63562. getDescription(): string;
  63563. /**
  63564. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63565. * @param scene defines the current scene where to apply this optimization
  63566. * @param optimizer defines the current optimizer
  63567. * @returns true if everything that can be done was applied
  63568. */
  63569. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63570. }
  63571. /**
  63572. * Defines an optimization used to turn post-processes off
  63573. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63574. */
  63575. export class PostProcessesOptimization extends SceneOptimization {
  63576. /**
  63577. * Gets a string describing the action executed by the current optimization
  63578. * @return description string
  63579. */
  63580. getDescription(): string;
  63581. /**
  63582. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63583. * @param scene defines the current scene where to apply this optimization
  63584. * @param optimizer defines the current optimizer
  63585. * @returns true if everything that can be done was applied
  63586. */
  63587. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63588. }
  63589. /**
  63590. * Defines an optimization used to turn lens flares off
  63591. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63592. */
  63593. export class LensFlaresOptimization extends SceneOptimization {
  63594. /**
  63595. * Gets a string describing the action executed by the current optimization
  63596. * @return description string
  63597. */
  63598. getDescription(): string;
  63599. /**
  63600. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63601. * @param scene defines the current scene where to apply this optimization
  63602. * @param optimizer defines the current optimizer
  63603. * @returns true if everything that can be done was applied
  63604. */
  63605. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63606. }
  63607. /**
  63608. * Defines an optimization based on user defined callback.
  63609. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63610. */
  63611. export class CustomOptimization extends SceneOptimization {
  63612. /**
  63613. * Callback called to apply the custom optimization.
  63614. */
  63615. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63616. /**
  63617. * Callback called to get custom description
  63618. */
  63619. onGetDescription: () => string;
  63620. /**
  63621. * Gets a string describing the action executed by the current optimization
  63622. * @returns description string
  63623. */
  63624. getDescription(): string;
  63625. /**
  63626. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63627. * @param scene defines the current scene where to apply this optimization
  63628. * @param optimizer defines the current optimizer
  63629. * @returns true if everything that can be done was applied
  63630. */
  63631. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63632. }
  63633. /**
  63634. * Defines an optimization used to turn particles off
  63635. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63636. */
  63637. export class ParticlesOptimization extends SceneOptimization {
  63638. /**
  63639. * Gets a string describing the action executed by the current optimization
  63640. * @return description string
  63641. */
  63642. getDescription(): string;
  63643. /**
  63644. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63645. * @param scene defines the current scene where to apply this optimization
  63646. * @param optimizer defines the current optimizer
  63647. * @returns true if everything that can be done was applied
  63648. */
  63649. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63650. }
  63651. /**
  63652. * Defines an optimization used to turn render targets off
  63653. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63654. */
  63655. export class RenderTargetsOptimization extends SceneOptimization {
  63656. /**
  63657. * Gets a string describing the action executed by the current optimization
  63658. * @return description string
  63659. */
  63660. getDescription(): string;
  63661. /**
  63662. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63663. * @param scene defines the current scene where to apply this optimization
  63664. * @param optimizer defines the current optimizer
  63665. * @returns true if everything that can be done was applied
  63666. */
  63667. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63668. }
  63669. /**
  63670. * Defines an optimization used to merge meshes with compatible materials
  63671. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63672. */
  63673. export class MergeMeshesOptimization extends SceneOptimization {
  63674. private static _UpdateSelectionTree;
  63675. /**
  63676. * Gets or sets a boolean which defines if optimization octree has to be updated
  63677. */
  63678. /**
  63679. * Gets or sets a boolean which defines if optimization octree has to be updated
  63680. */
  63681. static UpdateSelectionTree: boolean;
  63682. /**
  63683. * Gets a string describing the action executed by the current optimization
  63684. * @return description string
  63685. */
  63686. getDescription(): string;
  63687. private _canBeMerged;
  63688. /**
  63689. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63690. * @param scene defines the current scene where to apply this optimization
  63691. * @param optimizer defines the current optimizer
  63692. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63693. * @returns true if everything that can be done was applied
  63694. */
  63695. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63696. }
  63697. /**
  63698. * Defines a list of options used by SceneOptimizer
  63699. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63700. */
  63701. export class SceneOptimizerOptions {
  63702. /**
  63703. * Defines the target frame rate to reach (60 by default)
  63704. */
  63705. targetFrameRate: number;
  63706. /**
  63707. * Defines the interval between two checkes (2000ms by default)
  63708. */
  63709. trackerDuration: number;
  63710. /**
  63711. * Gets the list of optimizations to apply
  63712. */
  63713. optimizations: SceneOptimization[];
  63714. /**
  63715. * Creates a new list of options used by SceneOptimizer
  63716. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63717. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63718. */
  63719. constructor(
  63720. /**
  63721. * Defines the target frame rate to reach (60 by default)
  63722. */
  63723. targetFrameRate?: number,
  63724. /**
  63725. * Defines the interval between two checkes (2000ms by default)
  63726. */
  63727. trackerDuration?: number);
  63728. /**
  63729. * Add a new optimization
  63730. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63731. * @returns the current SceneOptimizerOptions
  63732. */
  63733. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63734. /**
  63735. * Add a new custom optimization
  63736. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63737. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63738. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63739. * @returns the current SceneOptimizerOptions
  63740. */
  63741. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63742. /**
  63743. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63744. * @param targetFrameRate defines the target frame rate (60 by default)
  63745. * @returns a SceneOptimizerOptions object
  63746. */
  63747. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63748. /**
  63749. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63750. * @param targetFrameRate defines the target frame rate (60 by default)
  63751. * @returns a SceneOptimizerOptions object
  63752. */
  63753. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63754. /**
  63755. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63756. * @param targetFrameRate defines the target frame rate (60 by default)
  63757. * @returns a SceneOptimizerOptions object
  63758. */
  63759. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63760. }
  63761. /**
  63762. * Class used to run optimizations in order to reach a target frame rate
  63763. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63764. */
  63765. export class SceneOptimizer implements IDisposable {
  63766. private _isRunning;
  63767. private _options;
  63768. private _scene;
  63769. private _currentPriorityLevel;
  63770. private _targetFrameRate;
  63771. private _trackerDuration;
  63772. private _currentFrameRate;
  63773. private _sceneDisposeObserver;
  63774. private _improvementMode;
  63775. /**
  63776. * Defines an observable called when the optimizer reaches the target frame rate
  63777. */
  63778. onSuccessObservable: Observable<SceneOptimizer>;
  63779. /**
  63780. * Defines an observable called when the optimizer enables an optimization
  63781. */
  63782. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63783. /**
  63784. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63785. */
  63786. onFailureObservable: Observable<SceneOptimizer>;
  63787. /**
  63788. * Gets a boolean indicating if the optimizer is in improvement mode
  63789. */
  63790. readonly isInImprovementMode: boolean;
  63791. /**
  63792. * Gets the current priority level (0 at start)
  63793. */
  63794. readonly currentPriorityLevel: number;
  63795. /**
  63796. * Gets the current frame rate checked by the SceneOptimizer
  63797. */
  63798. readonly currentFrameRate: number;
  63799. /**
  63800. * Gets or sets the current target frame rate (60 by default)
  63801. */
  63802. /**
  63803. * Gets or sets the current target frame rate (60 by default)
  63804. */
  63805. targetFrameRate: number;
  63806. /**
  63807. * Gets or sets the current interval between two checks (every 2000ms by default)
  63808. */
  63809. /**
  63810. * Gets or sets the current interval between two checks (every 2000ms by default)
  63811. */
  63812. trackerDuration: number;
  63813. /**
  63814. * Gets the list of active optimizations
  63815. */
  63816. readonly optimizations: SceneOptimization[];
  63817. /**
  63818. * Creates a new SceneOptimizer
  63819. * @param scene defines the scene to work on
  63820. * @param options defines the options to use with the SceneOptimizer
  63821. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63822. * @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)
  63823. */
  63824. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63825. /**
  63826. * Stops the current optimizer
  63827. */
  63828. stop(): void;
  63829. /**
  63830. * Reset the optimizer to initial step (current priority level = 0)
  63831. */
  63832. reset(): void;
  63833. /**
  63834. * Start the optimizer. By default it will try to reach a specific framerate
  63835. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63836. */
  63837. start(): void;
  63838. private _checkCurrentState;
  63839. /**
  63840. * Release all resources
  63841. */
  63842. dispose(): void;
  63843. /**
  63844. * Helper function to create a SceneOptimizer with one single line of code
  63845. * @param scene defines the scene to work on
  63846. * @param options defines the options to use with the SceneOptimizer
  63847. * @param onSuccess defines a callback to call on success
  63848. * @param onFailure defines a callback to call on failure
  63849. * @returns the new SceneOptimizer object
  63850. */
  63851. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63852. }
  63853. }
  63854. declare module "babylonjs/Misc/sceneSerializer" {
  63855. import { Scene } from "babylonjs/scene";
  63856. /**
  63857. * Class used to serialize a scene into a string
  63858. */
  63859. export class SceneSerializer {
  63860. /**
  63861. * Clear cache used by a previous serialization
  63862. */
  63863. static ClearCache(): void;
  63864. /**
  63865. * Serialize a scene into a JSON compatible object
  63866. * @param scene defines the scene to serialize
  63867. * @returns a JSON compatible object
  63868. */
  63869. static Serialize(scene: Scene): any;
  63870. /**
  63871. * Serialize a mesh into a JSON compatible object
  63872. * @param toSerialize defines the mesh to serialize
  63873. * @param withParents defines if parents must be serialized as well
  63874. * @param withChildren defines if children must be serialized as well
  63875. * @returns a JSON compatible object
  63876. */
  63877. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  63878. }
  63879. }
  63880. declare module "babylonjs/Misc/textureTools" {
  63881. import { Texture } from "babylonjs/Materials/Textures/texture";
  63882. /**
  63883. * Class used to host texture specific utilities
  63884. */
  63885. export class TextureTools {
  63886. /**
  63887. * Uses the GPU to create a copy texture rescaled at a given size
  63888. * @param texture Texture to copy from
  63889. * @param width defines the desired width
  63890. * @param height defines the desired height
  63891. * @param useBilinearMode defines if bilinear mode has to be used
  63892. * @return the generated texture
  63893. */
  63894. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  63895. }
  63896. }
  63897. declare module "babylonjs/Misc/videoRecorder" {
  63898. import { Nullable } from "babylonjs/types";
  63899. import { Engine } from "babylonjs/Engines/engine";
  63900. /**
  63901. * This represents the different options available for the video capture.
  63902. */
  63903. export interface VideoRecorderOptions {
  63904. /** Defines the mime type of the video. */
  63905. mimeType: string;
  63906. /** Defines the FPS the video should be recorded at. */
  63907. fps: number;
  63908. /** Defines the chunk size for the recording data. */
  63909. recordChunckSize: number;
  63910. /** The audio tracks to attach to the recording. */
  63911. audioTracks?: MediaStreamTrack[];
  63912. }
  63913. /**
  63914. * This can help with recording videos from BabylonJS.
  63915. * This is based on the available WebRTC functionalities of the browser.
  63916. *
  63917. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  63918. */
  63919. export class VideoRecorder {
  63920. private static readonly _defaultOptions;
  63921. /**
  63922. * Returns whether or not the VideoRecorder is available in your browser.
  63923. * @param engine Defines the Babylon Engine.
  63924. * @returns true if supported otherwise false.
  63925. */
  63926. static IsSupported(engine: Engine): boolean;
  63927. private readonly _options;
  63928. private _canvas;
  63929. private _mediaRecorder;
  63930. private _recordedChunks;
  63931. private _fileName;
  63932. private _resolve;
  63933. private _reject;
  63934. /**
  63935. * True when a recording is already in progress.
  63936. */
  63937. readonly isRecording: boolean;
  63938. /**
  63939. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  63940. * @param engine Defines the BabylonJS Engine you wish to record.
  63941. * @param options Defines options that can be used to customize the capture.
  63942. */
  63943. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  63944. /**
  63945. * Stops the current recording before the default capture timeout passed in the startRecording function.
  63946. */
  63947. stopRecording(): void;
  63948. /**
  63949. * Starts recording the canvas for a max duration specified in parameters.
  63950. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  63951. * If null no automatic download will start and you can rely on the promise to get the data back.
  63952. * @param maxDuration Defines the maximum recording time in seconds.
  63953. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  63954. * @return A promise callback at the end of the recording with the video data in Blob.
  63955. */
  63956. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  63957. /**
  63958. * Releases internal resources used during the recording.
  63959. */
  63960. dispose(): void;
  63961. private _handleDataAvailable;
  63962. private _handleError;
  63963. private _handleStop;
  63964. }
  63965. }
  63966. declare module "babylonjs/Misc/screenshotTools" {
  63967. import { Camera } from "babylonjs/Cameras/camera";
  63968. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  63969. import { Engine } from "babylonjs/Engines/engine";
  63970. /**
  63971. * Class containing a set of static utilities functions for screenshots
  63972. */
  63973. export class ScreenshotTools {
  63974. /**
  63975. * Captures a screenshot of the current rendering
  63976. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63977. * @param engine defines the rendering engine
  63978. * @param camera defines the source camera
  63979. * @param size This parameter can be set to a single number or to an object with the
  63980. * following (optional) properties: precision, width, height. If a single number is passed,
  63981. * it will be used for both width and height. If an object is passed, the screenshot size
  63982. * will be derived from the parameters. The precision property is a multiplier allowing
  63983. * rendering at a higher or lower resolution
  63984. * @param successCallback defines the callback receives a single parameter which contains the
  63985. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63986. * src parameter of an <img> to display it
  63987. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63988. * Check your browser for supported MIME types
  63989. */
  63990. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  63991. /**
  63992. * Captures a screenshot of the current rendering
  63993. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63994. * @param engine defines the rendering engine
  63995. * @param camera defines the source camera
  63996. * @param size This parameter can be set to a single number or to an object with the
  63997. * following (optional) properties: precision, width, height. If a single number is passed,
  63998. * it will be used for both width and height. If an object is passed, the screenshot size
  63999. * will be derived from the parameters. The precision property is a multiplier allowing
  64000. * rendering at a higher or lower resolution
  64001. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64002. * Check your browser for supported MIME types
  64003. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64004. * to the src parameter of an <img> to display it
  64005. */
  64006. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  64007. /**
  64008. * Generates an image screenshot from the specified camera.
  64009. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64010. * @param engine The engine to use for rendering
  64011. * @param camera The camera to use for rendering
  64012. * @param size This parameter can be set to a single number or to an object with the
  64013. * following (optional) properties: precision, width, height. If a single number is passed,
  64014. * it will be used for both width and height. If an object is passed, the screenshot size
  64015. * will be derived from the parameters. The precision property is a multiplier allowing
  64016. * rendering at a higher or lower resolution
  64017. * @param successCallback The callback receives a single parameter which contains the
  64018. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64019. * src parameter of an <img> to display it
  64020. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64021. * Check your browser for supported MIME types
  64022. * @param samples Texture samples (default: 1)
  64023. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64024. * @param fileName A name for for the downloaded file.
  64025. */
  64026. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  64027. /**
  64028. * Generates an image screenshot from the specified camera.
  64029. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64030. * @param engine The engine to use for rendering
  64031. * @param camera The camera to use for rendering
  64032. * @param size This parameter can be set to a single number or to an object with the
  64033. * following (optional) properties: precision, width, height. If a single number is passed,
  64034. * it will be used for both width and height. If an object is passed, the screenshot size
  64035. * will be derived from the parameters. The precision property is a multiplier allowing
  64036. * rendering at a higher or lower resolution
  64037. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64038. * Check your browser for supported MIME types
  64039. * @param samples Texture samples (default: 1)
  64040. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64041. * @param fileName A name for for the downloaded file.
  64042. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64043. * to the src parameter of an <img> to display it
  64044. */
  64045. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  64046. /**
  64047. * Gets height and width for screenshot size
  64048. * @private
  64049. */
  64050. private static _getScreenshotSize;
  64051. }
  64052. }
  64053. declare module "babylonjs/Misc/index" {
  64054. export * from "babylonjs/Misc/andOrNotEvaluator";
  64055. export * from "babylonjs/Misc/assetsManager";
  64056. export * from "babylonjs/Misc/dds";
  64057. export * from "babylonjs/Misc/decorators";
  64058. export * from "babylonjs/Misc/deferred";
  64059. export * from "babylonjs/Misc/environmentTextureTools";
  64060. export * from "babylonjs/Misc/meshExploder";
  64061. export * from "babylonjs/Misc/filesInput";
  64062. export * from "babylonjs/Misc/HighDynamicRange/index";
  64063. export * from "babylonjs/Misc/khronosTextureContainer";
  64064. export * from "babylonjs/Misc/observable";
  64065. export * from "babylonjs/Misc/performanceMonitor";
  64066. export * from "babylonjs/Misc/promise";
  64067. export * from "babylonjs/Misc/sceneOptimizer";
  64068. export * from "babylonjs/Misc/sceneSerializer";
  64069. export * from "babylonjs/Misc/smartArray";
  64070. export * from "babylonjs/Misc/stringDictionary";
  64071. export * from "babylonjs/Misc/tags";
  64072. export * from "babylonjs/Misc/textureTools";
  64073. export * from "babylonjs/Misc/tga";
  64074. export * from "babylonjs/Misc/tools";
  64075. export * from "babylonjs/Misc/videoRecorder";
  64076. export * from "babylonjs/Misc/virtualJoystick";
  64077. export * from "babylonjs/Misc/workerPool";
  64078. export * from "babylonjs/Misc/logger";
  64079. export * from "babylonjs/Misc/typeStore";
  64080. export * from "babylonjs/Misc/filesInputStore";
  64081. export * from "babylonjs/Misc/deepCopier";
  64082. export * from "babylonjs/Misc/pivotTools";
  64083. export * from "babylonjs/Misc/precisionDate";
  64084. export * from "babylonjs/Misc/screenshotTools";
  64085. export * from "babylonjs/Misc/typeStore";
  64086. export * from "babylonjs/Misc/webRequest";
  64087. export * from "babylonjs/Misc/iInspectable";
  64088. export * from "babylonjs/Misc/brdfTextureTools";
  64089. export * from "babylonjs/Misc/gradients";
  64090. export * from "babylonjs/Misc/perfCounter";
  64091. export * from "babylonjs/Misc/fileRequest";
  64092. export * from "babylonjs/Misc/customAnimationFrameRequester";
  64093. export * from "babylonjs/Misc/retryStrategy";
  64094. export * from "babylonjs/Misc/loadFileError";
  64095. }
  64096. declare module "babylonjs/index" {
  64097. export * from "babylonjs/abstractScene";
  64098. export * from "babylonjs/Actions/index";
  64099. export * from "babylonjs/Animations/index";
  64100. export * from "babylonjs/assetContainer";
  64101. export * from "babylonjs/Audio/index";
  64102. export * from "babylonjs/Behaviors/index";
  64103. export * from "babylonjs/Bones/index";
  64104. export * from "babylonjs/Cameras/index";
  64105. export * from "babylonjs/Collisions/index";
  64106. export * from "babylonjs/Culling/index";
  64107. export * from "babylonjs/Debug/index";
  64108. export * from "babylonjs/Engines/index";
  64109. export * from "babylonjs/Events/index";
  64110. export * from "babylonjs/Gamepads/index";
  64111. export * from "babylonjs/Gizmos/index";
  64112. export * from "babylonjs/Helpers/index";
  64113. export * from "babylonjs/Instrumentation/index";
  64114. export * from "babylonjs/Layers/index";
  64115. export * from "babylonjs/LensFlares/index";
  64116. export * from "babylonjs/Lights/index";
  64117. export * from "babylonjs/Loading/index";
  64118. export * from "babylonjs/Materials/index";
  64119. export * from "babylonjs/Maths/index";
  64120. export * from "babylonjs/Meshes/index";
  64121. export * from "babylonjs/Morph/index";
  64122. export * from "babylonjs/Navigation/index";
  64123. export * from "babylonjs/node";
  64124. export * from "babylonjs/Offline/index";
  64125. export * from "babylonjs/Particles/index";
  64126. export * from "babylonjs/Physics/index";
  64127. export * from "babylonjs/PostProcesses/index";
  64128. export * from "babylonjs/Probes/index";
  64129. export * from "babylonjs/Rendering/index";
  64130. export * from "babylonjs/scene";
  64131. export * from "babylonjs/sceneComponent";
  64132. export * from "babylonjs/Sprites/index";
  64133. export * from "babylonjs/States/index";
  64134. export * from "babylonjs/Misc/index";
  64135. export * from "babylonjs/types";
  64136. }
  64137. declare module "babylonjs/Animations/pathCursor" {
  64138. import { Vector3 } from "babylonjs/Maths/math.vector";
  64139. import { Path2 } from "babylonjs/Maths/math.path";
  64140. /**
  64141. * A cursor which tracks a point on a path
  64142. */
  64143. export class PathCursor {
  64144. private path;
  64145. /**
  64146. * Stores path cursor callbacks for when an onchange event is triggered
  64147. */
  64148. private _onchange;
  64149. /**
  64150. * The value of the path cursor
  64151. */
  64152. value: number;
  64153. /**
  64154. * The animation array of the path cursor
  64155. */
  64156. animations: Animation[];
  64157. /**
  64158. * Initializes the path cursor
  64159. * @param path The path to track
  64160. */
  64161. constructor(path: Path2);
  64162. /**
  64163. * Gets the cursor point on the path
  64164. * @returns A point on the path cursor at the cursor location
  64165. */
  64166. getPoint(): Vector3;
  64167. /**
  64168. * Moves the cursor ahead by the step amount
  64169. * @param step The amount to move the cursor forward
  64170. * @returns This path cursor
  64171. */
  64172. moveAhead(step?: number): PathCursor;
  64173. /**
  64174. * Moves the cursor behind by the step amount
  64175. * @param step The amount to move the cursor back
  64176. * @returns This path cursor
  64177. */
  64178. moveBack(step?: number): PathCursor;
  64179. /**
  64180. * Moves the cursor by the step amount
  64181. * If the step amount is greater than one, an exception is thrown
  64182. * @param step The amount to move the cursor
  64183. * @returns This path cursor
  64184. */
  64185. move(step: number): PathCursor;
  64186. /**
  64187. * Ensures that the value is limited between zero and one
  64188. * @returns This path cursor
  64189. */
  64190. private ensureLimits;
  64191. /**
  64192. * Runs onchange callbacks on change (used by the animation engine)
  64193. * @returns This path cursor
  64194. */
  64195. private raiseOnChange;
  64196. /**
  64197. * Executes a function on change
  64198. * @param f A path cursor onchange callback
  64199. * @returns This path cursor
  64200. */
  64201. onchange(f: (cursor: PathCursor) => void): PathCursor;
  64202. }
  64203. }
  64204. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  64205. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  64206. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  64207. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  64208. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  64209. }
  64210. declare module "babylonjs/Engines/Processors/Expressions/index" {
  64211. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  64212. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  64213. }
  64214. declare module "babylonjs/Engines/Processors/index" {
  64215. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  64216. export * from "babylonjs/Engines/Processors/Expressions/index";
  64217. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  64218. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  64219. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  64220. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  64221. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  64222. export * from "babylonjs/Engines/Processors/shaderProcessor";
  64223. }
  64224. declare module "babylonjs/Legacy/legacy" {
  64225. import * as Babylon from "babylonjs/index";
  64226. export * from "babylonjs/index";
  64227. }
  64228. declare module "babylonjs/Shaders/blur.fragment" {
  64229. /** @hidden */
  64230. export var blurPixelShader: {
  64231. name: string;
  64232. shader: string;
  64233. };
  64234. }
  64235. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  64236. /** @hidden */
  64237. export var pointCloudVertexDeclaration: {
  64238. name: string;
  64239. shader: string;
  64240. };
  64241. }
  64242. declare module "babylonjs" {
  64243. export * from "babylonjs/Legacy/legacy";
  64244. }
  64245. declare module BABYLON {
  64246. /** Alias type for value that can be null */
  64247. export type Nullable<T> = T | null;
  64248. /**
  64249. * Alias type for number that are floats
  64250. * @ignorenaming
  64251. */
  64252. export type float = number;
  64253. /**
  64254. * Alias type for number that are doubles.
  64255. * @ignorenaming
  64256. */
  64257. export type double = number;
  64258. /**
  64259. * Alias type for number that are integer
  64260. * @ignorenaming
  64261. */
  64262. export type int = number;
  64263. /** Alias type for number array or Float32Array */
  64264. export type FloatArray = number[] | Float32Array;
  64265. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  64266. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  64267. /**
  64268. * Alias for types that can be used by a Buffer or VertexBuffer.
  64269. */
  64270. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  64271. /**
  64272. * Alias type for primitive types
  64273. * @ignorenaming
  64274. */
  64275. type Primitive = undefined | null | boolean | string | number | Function;
  64276. /**
  64277. * Type modifier to make all the properties of an object Readonly
  64278. */
  64279. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  64280. /**
  64281. * Type modifier to make all the properties of an object Readonly recursively
  64282. */
  64283. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  64284. /** @hidden */
  64285. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  64286. }
  64287. /** @hidden */
  64288. /** @hidden */
  64289. type DeepImmutableObject<T> = {
  64290. readonly [K in keyof T]: DeepImmutable<T[K]>;
  64291. };
  64292. }
  64293. declare module BABYLON {
  64294. /**
  64295. * A class serves as a medium between the observable and its observers
  64296. */
  64297. export class EventState {
  64298. /**
  64299. * Create a new EventState
  64300. * @param mask defines the mask associated with this state
  64301. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64302. * @param target defines the original target of the state
  64303. * @param currentTarget defines the current target of the state
  64304. */
  64305. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64306. /**
  64307. * Initialize the current event state
  64308. * @param mask defines the mask associated with this state
  64309. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64310. * @param target defines the original target of the state
  64311. * @param currentTarget defines the current target of the state
  64312. * @returns the current event state
  64313. */
  64314. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64315. /**
  64316. * An Observer can set this property to true to prevent subsequent observers of being notified
  64317. */
  64318. skipNextObservers: boolean;
  64319. /**
  64320. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64321. */
  64322. mask: number;
  64323. /**
  64324. * The object that originally notified the event
  64325. */
  64326. target?: any;
  64327. /**
  64328. * The current object in the bubbling phase
  64329. */
  64330. currentTarget?: any;
  64331. /**
  64332. * This will be populated with the return value of the last function that was executed.
  64333. * If it is the first function in the callback chain it will be the event data.
  64334. */
  64335. lastReturnValue?: any;
  64336. }
  64337. /**
  64338. * Represent an Observer registered to a given Observable object.
  64339. */
  64340. export class Observer<T> {
  64341. /**
  64342. * Defines the callback to call when the observer is notified
  64343. */
  64344. callback: (eventData: T, eventState: EventState) => void;
  64345. /**
  64346. * Defines the mask of the observer (used to filter notifications)
  64347. */
  64348. mask: number;
  64349. /**
  64350. * Defines the current scope used to restore the JS context
  64351. */
  64352. scope: any;
  64353. /** @hidden */
  64354. _willBeUnregistered: boolean;
  64355. /**
  64356. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64357. */
  64358. unregisterOnNextCall: boolean;
  64359. /**
  64360. * Creates a new observer
  64361. * @param callback defines the callback to call when the observer is notified
  64362. * @param mask defines the mask of the observer (used to filter notifications)
  64363. * @param scope defines the current scope used to restore the JS context
  64364. */
  64365. constructor(
  64366. /**
  64367. * Defines the callback to call when the observer is notified
  64368. */
  64369. callback: (eventData: T, eventState: EventState) => void,
  64370. /**
  64371. * Defines the mask of the observer (used to filter notifications)
  64372. */
  64373. mask: number,
  64374. /**
  64375. * Defines the current scope used to restore the JS context
  64376. */
  64377. scope?: any);
  64378. }
  64379. /**
  64380. * Represent a list of observers registered to multiple Observables object.
  64381. */
  64382. export class MultiObserver<T> {
  64383. private _observers;
  64384. private _observables;
  64385. /**
  64386. * Release associated resources
  64387. */
  64388. dispose(): void;
  64389. /**
  64390. * Raise a callback when one of the observable will notify
  64391. * @param observables defines a list of observables to watch
  64392. * @param callback defines the callback to call on notification
  64393. * @param mask defines the mask used to filter notifications
  64394. * @param scope defines the current scope used to restore the JS context
  64395. * @returns the new MultiObserver
  64396. */
  64397. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64398. }
  64399. /**
  64400. * The Observable class is a simple implementation of the Observable pattern.
  64401. *
  64402. * 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.
  64403. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64404. * 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).
  64405. * 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.
  64406. */
  64407. export class Observable<T> {
  64408. private _observers;
  64409. private _eventState;
  64410. private _onObserverAdded;
  64411. /**
  64412. * Gets the list of observers
  64413. */
  64414. readonly observers: Array<Observer<T>>;
  64415. /**
  64416. * Creates a new observable
  64417. * @param onObserverAdded defines a callback to call when a new observer is added
  64418. */
  64419. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64420. /**
  64421. * Create a new Observer with the specified callback
  64422. * @param callback the callback that will be executed for that Observer
  64423. * @param mask the mask used to filter observers
  64424. * @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.
  64425. * @param scope optional scope for the callback to be called from
  64426. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  64427. * @returns the new observer created for the callback
  64428. */
  64429. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  64430. /**
  64431. * Create a new Observer with the specified callback and unregisters after the next notification
  64432. * @param callback the callback that will be executed for that Observer
  64433. * @returns the new observer created for the callback
  64434. */
  64435. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  64436. /**
  64437. * Remove an Observer from the Observable object
  64438. * @param observer the instance of the Observer to remove
  64439. * @returns false if it doesn't belong to this Observable
  64440. */
  64441. remove(observer: Nullable<Observer<T>>): boolean;
  64442. /**
  64443. * Remove a callback from the Observable object
  64444. * @param callback the callback to remove
  64445. * @param scope optional scope. If used only the callbacks with this scope will be removed
  64446. * @returns false if it doesn't belong to this Observable
  64447. */
  64448. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  64449. private _deferUnregister;
  64450. private _remove;
  64451. /**
  64452. * Moves the observable to the top of the observer list making it get called first when notified
  64453. * @param observer the observer to move
  64454. */
  64455. makeObserverTopPriority(observer: Observer<T>): void;
  64456. /**
  64457. * Moves the observable to the bottom of the observer list making it get called last when notified
  64458. * @param observer the observer to move
  64459. */
  64460. makeObserverBottomPriority(observer: Observer<T>): void;
  64461. /**
  64462. * Notify all Observers by calling their respective callback with the given data
  64463. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  64464. * @param eventData defines the data to send to all observers
  64465. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  64466. * @param target defines the original target of the state
  64467. * @param currentTarget defines the current target of the state
  64468. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  64469. */
  64470. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  64471. /**
  64472. * Calling this will execute each callback, expecting it to be a promise or return a value.
  64473. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  64474. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  64475. * and it is crucial that all callbacks will be executed.
  64476. * The order of the callbacks is kept, callbacks are not executed parallel.
  64477. *
  64478. * @param eventData The data to be sent to each callback
  64479. * @param mask is used to filter observers defaults to -1
  64480. * @param target defines the callback target (see EventState)
  64481. * @param currentTarget defines he current object in the bubbling phase
  64482. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64483. */
  64484. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64485. /**
  64486. * Notify a specific observer
  64487. * @param observer defines the observer to notify
  64488. * @param eventData defines the data to be sent to each callback
  64489. * @param mask is used to filter observers defaults to -1
  64490. */
  64491. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64492. /**
  64493. * Gets a boolean indicating if the observable has at least one observer
  64494. * @returns true is the Observable has at least one Observer registered
  64495. */
  64496. hasObservers(): boolean;
  64497. /**
  64498. * Clear the list of observers
  64499. */
  64500. clear(): void;
  64501. /**
  64502. * Clone the current observable
  64503. * @returns a new observable
  64504. */
  64505. clone(): Observable<T>;
  64506. /**
  64507. * Does this observable handles observer registered with a given mask
  64508. * @param mask defines the mask to be tested
  64509. * @return whether or not one observer registered with the given mask is handeled
  64510. **/
  64511. hasSpecificMask(mask?: number): boolean;
  64512. }
  64513. }
  64514. declare module BABYLON {
  64515. /**
  64516. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64517. * Babylon.js
  64518. */
  64519. export class DomManagement {
  64520. /**
  64521. * Checks if the window object exists
  64522. * @returns true if the window object exists
  64523. */
  64524. static IsWindowObjectExist(): boolean;
  64525. /**
  64526. * Extracts text content from a DOM element hierarchy
  64527. * @param element defines the root element
  64528. * @returns a string
  64529. */
  64530. static GetDOMTextContent(element: HTMLElement): string;
  64531. }
  64532. }
  64533. declare module BABYLON {
  64534. /**
  64535. * Logger used througouht the application to allow configuration of
  64536. * the log level required for the messages.
  64537. */
  64538. export class Logger {
  64539. /**
  64540. * No log
  64541. */
  64542. static readonly NoneLogLevel: number;
  64543. /**
  64544. * Only message logs
  64545. */
  64546. static readonly MessageLogLevel: number;
  64547. /**
  64548. * Only warning logs
  64549. */
  64550. static readonly WarningLogLevel: number;
  64551. /**
  64552. * Only error logs
  64553. */
  64554. static readonly ErrorLogLevel: number;
  64555. /**
  64556. * All logs
  64557. */
  64558. static readonly AllLogLevel: number;
  64559. private static _LogCache;
  64560. /**
  64561. * Gets a value indicating the number of loading errors
  64562. * @ignorenaming
  64563. */
  64564. static errorsCount: number;
  64565. /**
  64566. * Callback called when a new log is added
  64567. */
  64568. static OnNewCacheEntry: (entry: string) => void;
  64569. private static _AddLogEntry;
  64570. private static _FormatMessage;
  64571. private static _LogDisabled;
  64572. private static _LogEnabled;
  64573. private static _WarnDisabled;
  64574. private static _WarnEnabled;
  64575. private static _ErrorDisabled;
  64576. private static _ErrorEnabled;
  64577. /**
  64578. * Log a message to the console
  64579. */
  64580. static Log: (message: string) => void;
  64581. /**
  64582. * Write a warning message to the console
  64583. */
  64584. static Warn: (message: string) => void;
  64585. /**
  64586. * Write an error message to the console
  64587. */
  64588. static Error: (message: string) => void;
  64589. /**
  64590. * Gets current log cache (list of logs)
  64591. */
  64592. static readonly LogCache: string;
  64593. /**
  64594. * Clears the log cache
  64595. */
  64596. static ClearLogCache(): void;
  64597. /**
  64598. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64599. */
  64600. static LogLevels: number;
  64601. }
  64602. }
  64603. declare module BABYLON {
  64604. /** @hidden */
  64605. export class _TypeStore {
  64606. /** @hidden */
  64607. static RegisteredTypes: {
  64608. [key: string]: Object;
  64609. };
  64610. /** @hidden */
  64611. static GetClass(fqdn: string): any;
  64612. }
  64613. }
  64614. declare module BABYLON {
  64615. /**
  64616. * Class containing a set of static utilities functions for deep copy.
  64617. */
  64618. export class DeepCopier {
  64619. /**
  64620. * Tries to copy an object by duplicating every property
  64621. * @param source defines the source object
  64622. * @param destination defines the target object
  64623. * @param doNotCopyList defines a list of properties to avoid
  64624. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64625. */
  64626. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64627. }
  64628. }
  64629. declare module BABYLON {
  64630. /**
  64631. * Class containing a set of static utilities functions for precision date
  64632. */
  64633. export class PrecisionDate {
  64634. /**
  64635. * Gets either window.performance.now() if supported or Date.now() else
  64636. */
  64637. static readonly Now: number;
  64638. }
  64639. }
  64640. declare module BABYLON {
  64641. /** @hidden */
  64642. export class _DevTools {
  64643. static WarnImport(name: string): string;
  64644. }
  64645. }
  64646. declare module BABYLON {
  64647. /**
  64648. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64649. */
  64650. export class WebRequest {
  64651. private _xhr;
  64652. /**
  64653. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64654. * i.e. when loading files, where the server/service expects an Authorization header
  64655. */
  64656. static CustomRequestHeaders: {
  64657. [key: string]: string;
  64658. };
  64659. /**
  64660. * Add callback functions in this array to update all the requests before they get sent to the network
  64661. */
  64662. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64663. private _injectCustomRequestHeaders;
  64664. /**
  64665. * Gets or sets a function to be called when loading progress changes
  64666. */
  64667. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64668. /**
  64669. * Returns client's state
  64670. */
  64671. readonly readyState: number;
  64672. /**
  64673. * Returns client's status
  64674. */
  64675. readonly status: number;
  64676. /**
  64677. * Returns client's status as a text
  64678. */
  64679. readonly statusText: string;
  64680. /**
  64681. * Returns client's response
  64682. */
  64683. readonly response: any;
  64684. /**
  64685. * Returns client's response url
  64686. */
  64687. readonly responseURL: string;
  64688. /**
  64689. * Returns client's response as text
  64690. */
  64691. readonly responseText: string;
  64692. /**
  64693. * Gets or sets the expected response type
  64694. */
  64695. responseType: XMLHttpRequestResponseType;
  64696. /** @hidden */
  64697. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  64698. /** @hidden */
  64699. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  64700. /**
  64701. * Cancels any network activity
  64702. */
  64703. abort(): void;
  64704. /**
  64705. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  64706. * @param body defines an optional request body
  64707. */
  64708. send(body?: Document | BodyInit | null): void;
  64709. /**
  64710. * Sets the request method, request URL
  64711. * @param method defines the method to use (GET, POST, etc..)
  64712. * @param url defines the url to connect with
  64713. */
  64714. open(method: string, url: string): void;
  64715. }
  64716. }
  64717. declare module BABYLON {
  64718. /**
  64719. * File request interface
  64720. */
  64721. export interface IFileRequest {
  64722. /**
  64723. * Raised when the request is complete (success or error).
  64724. */
  64725. onCompleteObservable: Observable<IFileRequest>;
  64726. /**
  64727. * Aborts the request for a file.
  64728. */
  64729. abort: () => void;
  64730. }
  64731. }
  64732. declare module BABYLON {
  64733. /**
  64734. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  64735. */
  64736. export class PerformanceMonitor {
  64737. private _enabled;
  64738. private _rollingFrameTime;
  64739. private _lastFrameTimeMs;
  64740. /**
  64741. * constructor
  64742. * @param frameSampleSize The number of samples required to saturate the sliding window
  64743. */
  64744. constructor(frameSampleSize?: number);
  64745. /**
  64746. * Samples current frame
  64747. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  64748. */
  64749. sampleFrame(timeMs?: number): void;
  64750. /**
  64751. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64752. */
  64753. readonly averageFrameTime: number;
  64754. /**
  64755. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64756. */
  64757. readonly averageFrameTimeVariance: number;
  64758. /**
  64759. * Returns the frame time of the most recent frame
  64760. */
  64761. readonly instantaneousFrameTime: number;
  64762. /**
  64763. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  64764. */
  64765. readonly averageFPS: number;
  64766. /**
  64767. * Returns the average framerate in frames per second using the most recent frame time
  64768. */
  64769. readonly instantaneousFPS: number;
  64770. /**
  64771. * Returns true if enough samples have been taken to completely fill the sliding window
  64772. */
  64773. readonly isSaturated: boolean;
  64774. /**
  64775. * Enables contributions to the sliding window sample set
  64776. */
  64777. enable(): void;
  64778. /**
  64779. * Disables contributions to the sliding window sample set
  64780. * Samples will not be interpolated over the disabled period
  64781. */
  64782. disable(): void;
  64783. /**
  64784. * Returns true if sampling is enabled
  64785. */
  64786. readonly isEnabled: boolean;
  64787. /**
  64788. * Resets performance monitor
  64789. */
  64790. reset(): void;
  64791. }
  64792. /**
  64793. * RollingAverage
  64794. *
  64795. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  64796. */
  64797. export class RollingAverage {
  64798. /**
  64799. * Current average
  64800. */
  64801. average: number;
  64802. /**
  64803. * Current variance
  64804. */
  64805. variance: number;
  64806. protected _samples: Array<number>;
  64807. protected _sampleCount: number;
  64808. protected _pos: number;
  64809. protected _m2: number;
  64810. /**
  64811. * constructor
  64812. * @param length The number of samples required to saturate the sliding window
  64813. */
  64814. constructor(length: number);
  64815. /**
  64816. * Adds a sample to the sample set
  64817. * @param v The sample value
  64818. */
  64819. add(v: number): void;
  64820. /**
  64821. * Returns previously added values or null if outside of history or outside the sliding window domain
  64822. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  64823. * @return Value previously recorded with add() or null if outside of range
  64824. */
  64825. history(i: number): number;
  64826. /**
  64827. * Returns true if enough samples have been taken to completely fill the sliding window
  64828. * @return true if sample-set saturated
  64829. */
  64830. isSaturated(): boolean;
  64831. /**
  64832. * Resets the rolling average (equivalent to 0 samples taken so far)
  64833. */
  64834. reset(): void;
  64835. /**
  64836. * Wraps a value around the sample range boundaries
  64837. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  64838. * @return Wrapped position in sample range
  64839. */
  64840. protected _wrapPosition(i: number): number;
  64841. }
  64842. }
  64843. declare module BABYLON {
  64844. /**
  64845. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64846. * The underlying implementation relies on an associative array to ensure the best performances.
  64847. * The value can be anything including 'null' but except 'undefined'
  64848. */
  64849. export class StringDictionary<T> {
  64850. /**
  64851. * This will clear this dictionary and copy the content from the 'source' one.
  64852. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64853. * @param source the dictionary to take the content from and copy to this dictionary
  64854. */
  64855. copyFrom(source: StringDictionary<T>): void;
  64856. /**
  64857. * Get a value based from its key
  64858. * @param key the given key to get the matching value from
  64859. * @return the value if found, otherwise undefined is returned
  64860. */
  64861. get(key: string): T | undefined;
  64862. /**
  64863. * Get a value from its key or add it if it doesn't exist.
  64864. * This method will ensure you that a given key/data will be present in the dictionary.
  64865. * @param key the given key to get the matching value from
  64866. * @param factory the factory that will create the value if the key is not present in the dictionary.
  64867. * The factory will only be invoked if there's no data for the given key.
  64868. * @return the value corresponding to the key.
  64869. */
  64870. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  64871. /**
  64872. * Get a value from its key if present in the dictionary otherwise add it
  64873. * @param key the key to get the value from
  64874. * @param val if there's no such key/value pair in the dictionary add it with this value
  64875. * @return the value corresponding to the key
  64876. */
  64877. getOrAdd(key: string, val: T): T;
  64878. /**
  64879. * Check if there's a given key in the dictionary
  64880. * @param key the key to check for
  64881. * @return true if the key is present, false otherwise
  64882. */
  64883. contains(key: string): boolean;
  64884. /**
  64885. * Add a new key and its corresponding value
  64886. * @param key the key to add
  64887. * @param value the value corresponding to the key
  64888. * @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
  64889. */
  64890. add(key: string, value: T): boolean;
  64891. /**
  64892. * Update a specific value associated to a key
  64893. * @param key defines the key to use
  64894. * @param value defines the value to store
  64895. * @returns true if the value was updated (or false if the key was not found)
  64896. */
  64897. set(key: string, value: T): boolean;
  64898. /**
  64899. * Get the element of the given key and remove it from the dictionary
  64900. * @param key defines the key to search
  64901. * @returns the value associated with the key or null if not found
  64902. */
  64903. getAndRemove(key: string): Nullable<T>;
  64904. /**
  64905. * Remove a key/value from the dictionary.
  64906. * @param key the key to remove
  64907. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  64908. */
  64909. remove(key: string): boolean;
  64910. /**
  64911. * Clear the whole content of the dictionary
  64912. */
  64913. clear(): void;
  64914. /**
  64915. * Gets the current count
  64916. */
  64917. readonly count: number;
  64918. /**
  64919. * Execute a callback on each key/val of the dictionary.
  64920. * Note that you can remove any element in this dictionary in the callback implementation
  64921. * @param callback the callback to execute on a given key/value pair
  64922. */
  64923. forEach(callback: (key: string, val: T) => void): void;
  64924. /**
  64925. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  64926. * If the callback returns null or undefined the method will iterate to the next key/value pair
  64927. * Note that you can remove any element in this dictionary in the callback implementation
  64928. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  64929. * @returns the first item
  64930. */
  64931. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  64932. private _count;
  64933. private _data;
  64934. }
  64935. }
  64936. declare module BABYLON {
  64937. /**
  64938. * Class used to store gfx data (like WebGLBuffer)
  64939. */
  64940. export class DataBuffer {
  64941. /**
  64942. * Gets or sets the number of objects referencing this buffer
  64943. */
  64944. references: number;
  64945. /** Gets or sets the size of the underlying buffer */
  64946. capacity: number;
  64947. /**
  64948. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  64949. */
  64950. is32Bits: boolean;
  64951. /**
  64952. * Gets the underlying buffer
  64953. */
  64954. readonly underlyingResource: any;
  64955. }
  64956. }
  64957. declare module BABYLON {
  64958. /**
  64959. * Class used to store data that will be store in GPU memory
  64960. */
  64961. export class Buffer {
  64962. private _engine;
  64963. private _buffer;
  64964. /** @hidden */
  64965. _data: Nullable<DataArray>;
  64966. private _updatable;
  64967. private _instanced;
  64968. /**
  64969. * Gets the byte stride.
  64970. */
  64971. readonly byteStride: number;
  64972. /**
  64973. * Constructor
  64974. * @param engine the engine
  64975. * @param data the data to use for this buffer
  64976. * @param updatable whether the data is updatable
  64977. * @param stride the stride (optional)
  64978. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64979. * @param instanced whether the buffer is instanced (optional)
  64980. * @param useBytes set to true if the stride in in bytes (optional)
  64981. */
  64982. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  64983. /**
  64984. * Create a new VertexBuffer based on the current buffer
  64985. * @param kind defines the vertex buffer kind (position, normal, etc.)
  64986. * @param offset defines offset in the buffer (0 by default)
  64987. * @param size defines the size in floats of attributes (position is 3 for instance)
  64988. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  64989. * @param instanced defines if the vertex buffer contains indexed data
  64990. * @param useBytes defines if the offset and stride are in bytes
  64991. * @returns the new vertex buffer
  64992. */
  64993. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  64994. /**
  64995. * Gets a boolean indicating if the Buffer is updatable?
  64996. * @returns true if the buffer is updatable
  64997. */
  64998. isUpdatable(): boolean;
  64999. /**
  65000. * Gets current buffer's data
  65001. * @returns a DataArray or null
  65002. */
  65003. getData(): Nullable<DataArray>;
  65004. /**
  65005. * Gets underlying native buffer
  65006. * @returns underlying native buffer
  65007. */
  65008. getBuffer(): Nullable<DataBuffer>;
  65009. /**
  65010. * Gets the stride in float32 units (i.e. byte stride / 4).
  65011. * May not be an integer if the byte stride is not divisible by 4.
  65012. * DEPRECATED. Use byteStride instead.
  65013. * @returns the stride in float32 units
  65014. */
  65015. getStrideSize(): number;
  65016. /**
  65017. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65018. * @param data defines the data to store
  65019. */
  65020. create(data?: Nullable<DataArray>): void;
  65021. /** @hidden */
  65022. _rebuild(): void;
  65023. /**
  65024. * Update current buffer data
  65025. * @param data defines the data to store
  65026. */
  65027. update(data: DataArray): void;
  65028. /**
  65029. * Updates the data directly.
  65030. * @param data the new data
  65031. * @param offset the new offset
  65032. * @param vertexCount the vertex count (optional)
  65033. * @param useBytes set to true if the offset is in bytes
  65034. */
  65035. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  65036. /**
  65037. * Release all resources
  65038. */
  65039. dispose(): void;
  65040. }
  65041. /**
  65042. * Specialized buffer used to store vertex data
  65043. */
  65044. export class VertexBuffer {
  65045. /** @hidden */
  65046. _buffer: Buffer;
  65047. private _kind;
  65048. private _size;
  65049. private _ownsBuffer;
  65050. private _instanced;
  65051. private _instanceDivisor;
  65052. /**
  65053. * The byte type.
  65054. */
  65055. static readonly BYTE: number;
  65056. /**
  65057. * The unsigned byte type.
  65058. */
  65059. static readonly UNSIGNED_BYTE: number;
  65060. /**
  65061. * The short type.
  65062. */
  65063. static readonly SHORT: number;
  65064. /**
  65065. * The unsigned short type.
  65066. */
  65067. static readonly UNSIGNED_SHORT: number;
  65068. /**
  65069. * The integer type.
  65070. */
  65071. static readonly INT: number;
  65072. /**
  65073. * The unsigned integer type.
  65074. */
  65075. static readonly UNSIGNED_INT: number;
  65076. /**
  65077. * The float type.
  65078. */
  65079. static readonly FLOAT: number;
  65080. /**
  65081. * Gets or sets the instance divisor when in instanced mode
  65082. */
  65083. instanceDivisor: number;
  65084. /**
  65085. * Gets the byte stride.
  65086. */
  65087. readonly byteStride: number;
  65088. /**
  65089. * Gets the byte offset.
  65090. */
  65091. readonly byteOffset: number;
  65092. /**
  65093. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  65094. */
  65095. readonly normalized: boolean;
  65096. /**
  65097. * Gets the data type of each component in the array.
  65098. */
  65099. readonly type: number;
  65100. /**
  65101. * Constructor
  65102. * @param engine the engine
  65103. * @param data the data to use for this vertex buffer
  65104. * @param kind the vertex buffer kind
  65105. * @param updatable whether the data is updatable
  65106. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65107. * @param stride the stride (optional)
  65108. * @param instanced whether the buffer is instanced (optional)
  65109. * @param offset the offset of the data (optional)
  65110. * @param size the number of components (optional)
  65111. * @param type the type of the component (optional)
  65112. * @param normalized whether the data contains normalized data (optional)
  65113. * @param useBytes set to true if stride and offset are in bytes (optional)
  65114. */
  65115. 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);
  65116. /** @hidden */
  65117. _rebuild(): void;
  65118. /**
  65119. * Returns the kind of the VertexBuffer (string)
  65120. * @returns a string
  65121. */
  65122. getKind(): string;
  65123. /**
  65124. * Gets a boolean indicating if the VertexBuffer is updatable?
  65125. * @returns true if the buffer is updatable
  65126. */
  65127. isUpdatable(): boolean;
  65128. /**
  65129. * Gets current buffer's data
  65130. * @returns a DataArray or null
  65131. */
  65132. getData(): Nullable<DataArray>;
  65133. /**
  65134. * Gets underlying native buffer
  65135. * @returns underlying native buffer
  65136. */
  65137. getBuffer(): Nullable<DataBuffer>;
  65138. /**
  65139. * Gets the stride in float32 units (i.e. byte stride / 4).
  65140. * May not be an integer if the byte stride is not divisible by 4.
  65141. * DEPRECATED. Use byteStride instead.
  65142. * @returns the stride in float32 units
  65143. */
  65144. getStrideSize(): number;
  65145. /**
  65146. * Returns the offset as a multiple of the type byte length.
  65147. * DEPRECATED. Use byteOffset instead.
  65148. * @returns the offset in bytes
  65149. */
  65150. getOffset(): number;
  65151. /**
  65152. * Returns the number of components per vertex attribute (integer)
  65153. * @returns the size in float
  65154. */
  65155. getSize(): number;
  65156. /**
  65157. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  65158. * @returns true if this buffer is instanced
  65159. */
  65160. getIsInstanced(): boolean;
  65161. /**
  65162. * Returns the instancing divisor, zero for non-instanced (integer).
  65163. * @returns a number
  65164. */
  65165. getInstanceDivisor(): number;
  65166. /**
  65167. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65168. * @param data defines the data to store
  65169. */
  65170. create(data?: DataArray): void;
  65171. /**
  65172. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  65173. * This function will create a new buffer if the current one is not updatable
  65174. * @param data defines the data to store
  65175. */
  65176. update(data: DataArray): void;
  65177. /**
  65178. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  65179. * Returns the directly updated WebGLBuffer.
  65180. * @param data the new data
  65181. * @param offset the new offset
  65182. * @param useBytes set to true if the offset is in bytes
  65183. */
  65184. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  65185. /**
  65186. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  65187. */
  65188. dispose(): void;
  65189. /**
  65190. * Enumerates each value of this vertex buffer as numbers.
  65191. * @param count the number of values to enumerate
  65192. * @param callback the callback function called for each value
  65193. */
  65194. forEach(count: number, callback: (value: number, index: number) => void): void;
  65195. /**
  65196. * Positions
  65197. */
  65198. static readonly PositionKind: string;
  65199. /**
  65200. * Normals
  65201. */
  65202. static readonly NormalKind: string;
  65203. /**
  65204. * Tangents
  65205. */
  65206. static readonly TangentKind: string;
  65207. /**
  65208. * Texture coordinates
  65209. */
  65210. static readonly UVKind: string;
  65211. /**
  65212. * Texture coordinates 2
  65213. */
  65214. static readonly UV2Kind: string;
  65215. /**
  65216. * Texture coordinates 3
  65217. */
  65218. static readonly UV3Kind: string;
  65219. /**
  65220. * Texture coordinates 4
  65221. */
  65222. static readonly UV4Kind: string;
  65223. /**
  65224. * Texture coordinates 5
  65225. */
  65226. static readonly UV5Kind: string;
  65227. /**
  65228. * Texture coordinates 6
  65229. */
  65230. static readonly UV6Kind: string;
  65231. /**
  65232. * Colors
  65233. */
  65234. static readonly ColorKind: string;
  65235. /**
  65236. * Matrix indices (for bones)
  65237. */
  65238. static readonly MatricesIndicesKind: string;
  65239. /**
  65240. * Matrix weights (for bones)
  65241. */
  65242. static readonly MatricesWeightsKind: string;
  65243. /**
  65244. * Additional matrix indices (for bones)
  65245. */
  65246. static readonly MatricesIndicesExtraKind: string;
  65247. /**
  65248. * Additional matrix weights (for bones)
  65249. */
  65250. static readonly MatricesWeightsExtraKind: string;
  65251. /**
  65252. * Deduces the stride given a kind.
  65253. * @param kind The kind string to deduce
  65254. * @returns The deduced stride
  65255. */
  65256. static DeduceStride(kind: string): number;
  65257. /**
  65258. * Gets the byte length of the given type.
  65259. * @param type the type
  65260. * @returns the number of bytes
  65261. */
  65262. static GetTypeByteLength(type: number): number;
  65263. /**
  65264. * Enumerates each value of the given parameters as numbers.
  65265. * @param data the data to enumerate
  65266. * @param byteOffset the byte offset of the data
  65267. * @param byteStride the byte stride of the data
  65268. * @param componentCount the number of components per element
  65269. * @param componentType the type of the component
  65270. * @param count the number of values to enumerate
  65271. * @param normalized whether the data is normalized
  65272. * @param callback the callback function called for each value
  65273. */
  65274. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  65275. private static _GetFloatValue;
  65276. }
  65277. }
  65278. declare module BABYLON {
  65279. /**
  65280. * Scalar computation library
  65281. */
  65282. export class Scalar {
  65283. /**
  65284. * Two pi constants convenient for computation.
  65285. */
  65286. static TwoPi: number;
  65287. /**
  65288. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65289. * @param a number
  65290. * @param b number
  65291. * @param epsilon (default = 1.401298E-45)
  65292. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65293. */
  65294. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  65295. /**
  65296. * Returns a string : the upper case translation of the number i to hexadecimal.
  65297. * @param i number
  65298. * @returns the upper case translation of the number i to hexadecimal.
  65299. */
  65300. static ToHex(i: number): string;
  65301. /**
  65302. * Returns -1 if value is negative and +1 is value is positive.
  65303. * @param value the value
  65304. * @returns the value itself if it's equal to zero.
  65305. */
  65306. static Sign(value: number): number;
  65307. /**
  65308. * Returns the value itself if it's between min and max.
  65309. * Returns min if the value is lower than min.
  65310. * Returns max if the value is greater than max.
  65311. * @param value the value to clmap
  65312. * @param min the min value to clamp to (default: 0)
  65313. * @param max the max value to clamp to (default: 1)
  65314. * @returns the clamped value
  65315. */
  65316. static Clamp(value: number, min?: number, max?: number): number;
  65317. /**
  65318. * the log2 of value.
  65319. * @param value the value to compute log2 of
  65320. * @returns the log2 of value.
  65321. */
  65322. static Log2(value: number): number;
  65323. /**
  65324. * Loops the value, so that it is never larger than length and never smaller than 0.
  65325. *
  65326. * This is similar to the modulo operator but it works with floating point numbers.
  65327. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65328. * With t = 5 and length = 2.5, the result would be 0.0.
  65329. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65330. * @param value the value
  65331. * @param length the length
  65332. * @returns the looped value
  65333. */
  65334. static Repeat(value: number, length: number): number;
  65335. /**
  65336. * Normalize the value between 0.0 and 1.0 using min and max values
  65337. * @param value value to normalize
  65338. * @param min max to normalize between
  65339. * @param max min to normalize between
  65340. * @returns the normalized value
  65341. */
  65342. static Normalize(value: number, min: number, max: number): number;
  65343. /**
  65344. * Denormalize the value from 0.0 and 1.0 using min and max values
  65345. * @param normalized value to denormalize
  65346. * @param min max to denormalize between
  65347. * @param max min to denormalize between
  65348. * @returns the denormalized value
  65349. */
  65350. static Denormalize(normalized: number, min: number, max: number): number;
  65351. /**
  65352. * Calculates the shortest difference between two given angles given in degrees.
  65353. * @param current current angle in degrees
  65354. * @param target target angle in degrees
  65355. * @returns the delta
  65356. */
  65357. static DeltaAngle(current: number, target: number): number;
  65358. /**
  65359. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65360. * @param tx value
  65361. * @param length length
  65362. * @returns The returned value will move back and forth between 0 and length
  65363. */
  65364. static PingPong(tx: number, length: number): number;
  65365. /**
  65366. * Interpolates between min and max with smoothing at the limits.
  65367. *
  65368. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65369. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65370. * @param from from
  65371. * @param to to
  65372. * @param tx value
  65373. * @returns the smooth stepped value
  65374. */
  65375. static SmoothStep(from: number, to: number, tx: number): number;
  65376. /**
  65377. * Moves a value current towards target.
  65378. *
  65379. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65380. * Negative values of maxDelta pushes the value away from target.
  65381. * @param current current value
  65382. * @param target target value
  65383. * @param maxDelta max distance to move
  65384. * @returns resulting value
  65385. */
  65386. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65387. /**
  65388. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65389. *
  65390. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65391. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65392. * @param current current value
  65393. * @param target target value
  65394. * @param maxDelta max distance to move
  65395. * @returns resulting angle
  65396. */
  65397. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65398. /**
  65399. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65400. * @param start start value
  65401. * @param end target value
  65402. * @param amount amount to lerp between
  65403. * @returns the lerped value
  65404. */
  65405. static Lerp(start: number, end: number, amount: number): number;
  65406. /**
  65407. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65408. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65409. * @param start start value
  65410. * @param end target value
  65411. * @param amount amount to lerp between
  65412. * @returns the lerped value
  65413. */
  65414. static LerpAngle(start: number, end: number, amount: number): number;
  65415. /**
  65416. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65417. * @param a start value
  65418. * @param b target value
  65419. * @param value value between a and b
  65420. * @returns the inverseLerp value
  65421. */
  65422. static InverseLerp(a: number, b: number, value: number): number;
  65423. /**
  65424. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  65425. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  65426. * @param value1 spline value
  65427. * @param tangent1 spline value
  65428. * @param value2 spline value
  65429. * @param tangent2 spline value
  65430. * @param amount input value
  65431. * @returns hermite result
  65432. */
  65433. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  65434. /**
  65435. * Returns a random float number between and min and max values
  65436. * @param min min value of random
  65437. * @param max max value of random
  65438. * @returns random value
  65439. */
  65440. static RandomRange(min: number, max: number): number;
  65441. /**
  65442. * This function returns percentage of a number in a given range.
  65443. *
  65444. * RangeToPercent(40,20,60) will return 0.5 (50%)
  65445. * RangeToPercent(34,0,100) will return 0.34 (34%)
  65446. * @param number to convert to percentage
  65447. * @param min min range
  65448. * @param max max range
  65449. * @returns the percentage
  65450. */
  65451. static RangeToPercent(number: number, min: number, max: number): number;
  65452. /**
  65453. * This function returns number that corresponds to the percentage in a given range.
  65454. *
  65455. * PercentToRange(0.34,0,100) will return 34.
  65456. * @param percent to convert to number
  65457. * @param min min range
  65458. * @param max max range
  65459. * @returns the number
  65460. */
  65461. static PercentToRange(percent: number, min: number, max: number): number;
  65462. /**
  65463. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  65464. * @param angle The angle to normalize in radian.
  65465. * @return The converted angle.
  65466. */
  65467. static NormalizeRadians(angle: number): number;
  65468. }
  65469. }
  65470. declare module BABYLON {
  65471. /**
  65472. * Constant used to convert a value to gamma space
  65473. * @ignorenaming
  65474. */
  65475. export const ToGammaSpace: number;
  65476. /**
  65477. * Constant used to convert a value to linear space
  65478. * @ignorenaming
  65479. */
  65480. export const ToLinearSpace = 2.2;
  65481. /**
  65482. * Constant used to define the minimal number value in Babylon.js
  65483. * @ignorenaming
  65484. */
  65485. let Epsilon: number;
  65486. }
  65487. declare module BABYLON {
  65488. /**
  65489. * Class used to represent a viewport on screen
  65490. */
  65491. export class Viewport {
  65492. /** viewport left coordinate */
  65493. x: number;
  65494. /** viewport top coordinate */
  65495. y: number;
  65496. /**viewport width */
  65497. width: number;
  65498. /** viewport height */
  65499. height: number;
  65500. /**
  65501. * Creates a Viewport object located at (x, y) and sized (width, height)
  65502. * @param x defines viewport left coordinate
  65503. * @param y defines viewport top coordinate
  65504. * @param width defines the viewport width
  65505. * @param height defines the viewport height
  65506. */
  65507. constructor(
  65508. /** viewport left coordinate */
  65509. x: number,
  65510. /** viewport top coordinate */
  65511. y: number,
  65512. /**viewport width */
  65513. width: number,
  65514. /** viewport height */
  65515. height: number);
  65516. /**
  65517. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65518. * @param renderWidth defines the rendering width
  65519. * @param renderHeight defines the rendering height
  65520. * @returns a new Viewport
  65521. */
  65522. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65523. /**
  65524. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65525. * @param renderWidth defines the rendering width
  65526. * @param renderHeight defines the rendering height
  65527. * @param ref defines the target viewport
  65528. * @returns the current viewport
  65529. */
  65530. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65531. /**
  65532. * Returns a new Viewport copied from the current one
  65533. * @returns a new Viewport
  65534. */
  65535. clone(): Viewport;
  65536. }
  65537. }
  65538. declare module BABYLON {
  65539. /**
  65540. * Class containing a set of static utilities functions for arrays.
  65541. */
  65542. export class ArrayTools {
  65543. /**
  65544. * Returns an array of the given size filled with element built from the given constructor and the paramters
  65545. * @param size the number of element to construct and put in the array
  65546. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  65547. * @returns a new array filled with new objects
  65548. */
  65549. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  65550. }
  65551. }
  65552. declare module BABYLON {
  65553. /**
  65554. * @hidden
  65555. */
  65556. export interface IColor4Like {
  65557. r: float;
  65558. g: float;
  65559. b: float;
  65560. a: float;
  65561. }
  65562. /**
  65563. * @hidden
  65564. */
  65565. export interface IColor3Like {
  65566. r: float;
  65567. g: float;
  65568. b: float;
  65569. }
  65570. /**
  65571. * @hidden
  65572. */
  65573. export interface IVector4Like {
  65574. x: float;
  65575. y: float;
  65576. z: float;
  65577. w: float;
  65578. }
  65579. /**
  65580. * @hidden
  65581. */
  65582. export interface IVector3Like {
  65583. x: float;
  65584. y: float;
  65585. z: float;
  65586. }
  65587. /**
  65588. * @hidden
  65589. */
  65590. export interface IVector2Like {
  65591. x: float;
  65592. y: float;
  65593. }
  65594. /**
  65595. * @hidden
  65596. */
  65597. export interface IMatrixLike {
  65598. toArray(): DeepImmutable<Float32Array>;
  65599. updateFlag: int;
  65600. }
  65601. /**
  65602. * @hidden
  65603. */
  65604. export interface IViewportLike {
  65605. x: float;
  65606. y: float;
  65607. width: float;
  65608. height: float;
  65609. }
  65610. /**
  65611. * @hidden
  65612. */
  65613. export interface IPlaneLike {
  65614. normal: IVector3Like;
  65615. d: float;
  65616. normalize(): void;
  65617. }
  65618. }
  65619. declare module BABYLON {
  65620. /**
  65621. * Class representing a vector containing 2 coordinates
  65622. */
  65623. export class Vector2 {
  65624. /** defines the first coordinate */
  65625. x: number;
  65626. /** defines the second coordinate */
  65627. y: number;
  65628. /**
  65629. * Creates a new Vector2 from the given x and y coordinates
  65630. * @param x defines the first coordinate
  65631. * @param y defines the second coordinate
  65632. */
  65633. constructor(
  65634. /** defines the first coordinate */
  65635. x?: number,
  65636. /** defines the second coordinate */
  65637. y?: number);
  65638. /**
  65639. * Gets a string with the Vector2 coordinates
  65640. * @returns a string with the Vector2 coordinates
  65641. */
  65642. toString(): string;
  65643. /**
  65644. * Gets class name
  65645. * @returns the string "Vector2"
  65646. */
  65647. getClassName(): string;
  65648. /**
  65649. * Gets current vector hash code
  65650. * @returns the Vector2 hash code as a number
  65651. */
  65652. getHashCode(): number;
  65653. /**
  65654. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65655. * @param array defines the source array
  65656. * @param index defines the offset in source array
  65657. * @returns the current Vector2
  65658. */
  65659. toArray(array: FloatArray, index?: number): Vector2;
  65660. /**
  65661. * Copy the current vector to an array
  65662. * @returns a new array with 2 elements: the Vector2 coordinates.
  65663. */
  65664. asArray(): number[];
  65665. /**
  65666. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65667. * @param source defines the source Vector2
  65668. * @returns the current updated Vector2
  65669. */
  65670. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65671. /**
  65672. * Sets the Vector2 coordinates with the given floats
  65673. * @param x defines the first coordinate
  65674. * @param y defines the second coordinate
  65675. * @returns the current updated Vector2
  65676. */
  65677. copyFromFloats(x: number, y: number): Vector2;
  65678. /**
  65679. * Sets the Vector2 coordinates with the given floats
  65680. * @param x defines the first coordinate
  65681. * @param y defines the second coordinate
  65682. * @returns the current updated Vector2
  65683. */
  65684. set(x: number, y: number): Vector2;
  65685. /**
  65686. * Add another vector with the current one
  65687. * @param otherVector defines the other vector
  65688. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65689. */
  65690. add(otherVector: DeepImmutable<Vector2>): Vector2;
  65691. /**
  65692. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  65693. * @param otherVector defines the other vector
  65694. * @param result defines the target vector
  65695. * @returns the unmodified current Vector2
  65696. */
  65697. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65698. /**
  65699. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  65700. * @param otherVector defines the other vector
  65701. * @returns the current updated Vector2
  65702. */
  65703. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65704. /**
  65705. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  65706. * @param otherVector defines the other vector
  65707. * @returns a new Vector2
  65708. */
  65709. addVector3(otherVector: Vector3): Vector2;
  65710. /**
  65711. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  65712. * @param otherVector defines the other vector
  65713. * @returns a new Vector2
  65714. */
  65715. subtract(otherVector: Vector2): Vector2;
  65716. /**
  65717. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  65718. * @param otherVector defines the other vector
  65719. * @param result defines the target vector
  65720. * @returns the unmodified current Vector2
  65721. */
  65722. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65723. /**
  65724. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  65725. * @param otherVector defines the other vector
  65726. * @returns the current updated Vector2
  65727. */
  65728. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65729. /**
  65730. * Multiplies in place the current Vector2 coordinates by the given ones
  65731. * @param otherVector defines the other vector
  65732. * @returns the current updated Vector2
  65733. */
  65734. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65735. /**
  65736. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  65737. * @param otherVector defines the other vector
  65738. * @returns a new Vector2
  65739. */
  65740. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  65741. /**
  65742. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  65743. * @param otherVector defines the other vector
  65744. * @param result defines the target vector
  65745. * @returns the unmodified current Vector2
  65746. */
  65747. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65748. /**
  65749. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  65750. * @param x defines the first coordinate
  65751. * @param y defines the second coordinate
  65752. * @returns a new Vector2
  65753. */
  65754. multiplyByFloats(x: number, y: number): Vector2;
  65755. /**
  65756. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  65757. * @param otherVector defines the other vector
  65758. * @returns a new Vector2
  65759. */
  65760. divide(otherVector: Vector2): Vector2;
  65761. /**
  65762. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  65763. * @param otherVector defines the other vector
  65764. * @param result defines the target vector
  65765. * @returns the unmodified current Vector2
  65766. */
  65767. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65768. /**
  65769. * Divides the current Vector2 coordinates by the given ones
  65770. * @param otherVector defines the other vector
  65771. * @returns the current updated Vector2
  65772. */
  65773. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65774. /**
  65775. * Gets a new Vector2 with current Vector2 negated coordinates
  65776. * @returns a new Vector2
  65777. */
  65778. negate(): Vector2;
  65779. /**
  65780. * Multiply the Vector2 coordinates by scale
  65781. * @param scale defines the scaling factor
  65782. * @returns the current updated Vector2
  65783. */
  65784. scaleInPlace(scale: number): Vector2;
  65785. /**
  65786. * Returns a new Vector2 scaled by "scale" from the current Vector2
  65787. * @param scale defines the scaling factor
  65788. * @returns a new Vector2
  65789. */
  65790. scale(scale: number): Vector2;
  65791. /**
  65792. * Scale the current Vector2 values by a factor to a given Vector2
  65793. * @param scale defines the scale factor
  65794. * @param result defines the Vector2 object where to store the result
  65795. * @returns the unmodified current Vector2
  65796. */
  65797. scaleToRef(scale: number, result: Vector2): Vector2;
  65798. /**
  65799. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  65800. * @param scale defines the scale factor
  65801. * @param result defines the Vector2 object where to store the result
  65802. * @returns the unmodified current Vector2
  65803. */
  65804. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  65805. /**
  65806. * Gets a boolean if two vectors are equals
  65807. * @param otherVector defines the other vector
  65808. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  65809. */
  65810. equals(otherVector: DeepImmutable<Vector2>): boolean;
  65811. /**
  65812. * Gets a boolean if two vectors are equals (using an epsilon value)
  65813. * @param otherVector defines the other vector
  65814. * @param epsilon defines the minimal distance to consider equality
  65815. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  65816. */
  65817. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  65818. /**
  65819. * Gets a new Vector2 from current Vector2 floored values
  65820. * @returns a new Vector2
  65821. */
  65822. floor(): Vector2;
  65823. /**
  65824. * Gets a new Vector2 from current Vector2 floored values
  65825. * @returns a new Vector2
  65826. */
  65827. fract(): Vector2;
  65828. /**
  65829. * Gets the length of the vector
  65830. * @returns the vector length (float)
  65831. */
  65832. length(): number;
  65833. /**
  65834. * Gets the vector squared length
  65835. * @returns the vector squared length (float)
  65836. */
  65837. lengthSquared(): number;
  65838. /**
  65839. * Normalize the vector
  65840. * @returns the current updated Vector2
  65841. */
  65842. normalize(): Vector2;
  65843. /**
  65844. * Gets a new Vector2 copied from the Vector2
  65845. * @returns a new Vector2
  65846. */
  65847. clone(): Vector2;
  65848. /**
  65849. * Gets a new Vector2(0, 0)
  65850. * @returns a new Vector2
  65851. */
  65852. static Zero(): Vector2;
  65853. /**
  65854. * Gets a new Vector2(1, 1)
  65855. * @returns a new Vector2
  65856. */
  65857. static One(): Vector2;
  65858. /**
  65859. * Gets a new Vector2 set from the given index element of the given array
  65860. * @param array defines the data source
  65861. * @param offset defines the offset in the data source
  65862. * @returns a new Vector2
  65863. */
  65864. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  65865. /**
  65866. * Sets "result" from the given index element of the given array
  65867. * @param array defines the data source
  65868. * @param offset defines the offset in the data source
  65869. * @param result defines the target vector
  65870. */
  65871. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  65872. /**
  65873. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  65874. * @param value1 defines 1st point of control
  65875. * @param value2 defines 2nd point of control
  65876. * @param value3 defines 3rd point of control
  65877. * @param value4 defines 4th point of control
  65878. * @param amount defines the interpolation factor
  65879. * @returns a new Vector2
  65880. */
  65881. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  65882. /**
  65883. * 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".
  65884. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  65885. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  65886. * @param value defines the value to clamp
  65887. * @param min defines the lower limit
  65888. * @param max defines the upper limit
  65889. * @returns a new Vector2
  65890. */
  65891. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  65892. /**
  65893. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  65894. * @param value1 defines the 1st control point
  65895. * @param tangent1 defines the outgoing tangent
  65896. * @param value2 defines the 2nd control point
  65897. * @param tangent2 defines the incoming tangent
  65898. * @param amount defines the interpolation factor
  65899. * @returns a new Vector2
  65900. */
  65901. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  65902. /**
  65903. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  65904. * @param start defines the start vector
  65905. * @param end defines the end vector
  65906. * @param amount defines the interpolation factor
  65907. * @returns a new Vector2
  65908. */
  65909. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  65910. /**
  65911. * Gets the dot product of the vector "left" and the vector "right"
  65912. * @param left defines first vector
  65913. * @param right defines second vector
  65914. * @returns the dot product (float)
  65915. */
  65916. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  65917. /**
  65918. * Returns a new Vector2 equal to the normalized given vector
  65919. * @param vector defines the vector to normalize
  65920. * @returns a new Vector2
  65921. */
  65922. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  65923. /**
  65924. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  65925. * @param left defines 1st vector
  65926. * @param right defines 2nd vector
  65927. * @returns a new Vector2
  65928. */
  65929. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65930. /**
  65931. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  65932. * @param left defines 1st vector
  65933. * @param right defines 2nd vector
  65934. * @returns a new Vector2
  65935. */
  65936. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65937. /**
  65938. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  65939. * @param vector defines the vector to transform
  65940. * @param transformation defines the matrix to apply
  65941. * @returns a new Vector2
  65942. */
  65943. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  65944. /**
  65945. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  65946. * @param vector defines the vector to transform
  65947. * @param transformation defines the matrix to apply
  65948. * @param result defines the target vector
  65949. */
  65950. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  65951. /**
  65952. * Determines if a given vector is included in a triangle
  65953. * @param p defines the vector to test
  65954. * @param p0 defines 1st triangle point
  65955. * @param p1 defines 2nd triangle point
  65956. * @param p2 defines 3rd triangle point
  65957. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  65958. */
  65959. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  65960. /**
  65961. * Gets the distance between the vectors "value1" and "value2"
  65962. * @param value1 defines first vector
  65963. * @param value2 defines second vector
  65964. * @returns the distance between vectors
  65965. */
  65966. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65967. /**
  65968. * Returns the squared distance between the vectors "value1" and "value2"
  65969. * @param value1 defines first vector
  65970. * @param value2 defines second vector
  65971. * @returns the squared distance between vectors
  65972. */
  65973. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65974. /**
  65975. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  65976. * @param value1 defines first vector
  65977. * @param value2 defines second vector
  65978. * @returns a new Vector2
  65979. */
  65980. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  65981. /**
  65982. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  65983. * @param p defines the middle point
  65984. * @param segA defines one point of the segment
  65985. * @param segB defines the other point of the segment
  65986. * @returns the shortest distance
  65987. */
  65988. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  65989. }
  65990. /**
  65991. * Classed used to store (x,y,z) vector representation
  65992. * A Vector3 is the main object used in 3D geometry
  65993. * It can represent etiher the coordinates of a point the space, either a direction
  65994. * Reminder: js uses a left handed forward facing system
  65995. */
  65996. export class Vector3 {
  65997. /**
  65998. * Defines the first coordinates (on X axis)
  65999. */
  66000. x: number;
  66001. /**
  66002. * Defines the second coordinates (on Y axis)
  66003. */
  66004. y: number;
  66005. /**
  66006. * Defines the third coordinates (on Z axis)
  66007. */
  66008. z: number;
  66009. private static _UpReadOnly;
  66010. private static _ZeroReadOnly;
  66011. /**
  66012. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  66013. * @param x defines the first coordinates (on X axis)
  66014. * @param y defines the second coordinates (on Y axis)
  66015. * @param z defines the third coordinates (on Z axis)
  66016. */
  66017. constructor(
  66018. /**
  66019. * Defines the first coordinates (on X axis)
  66020. */
  66021. x?: number,
  66022. /**
  66023. * Defines the second coordinates (on Y axis)
  66024. */
  66025. y?: number,
  66026. /**
  66027. * Defines the third coordinates (on Z axis)
  66028. */
  66029. z?: number);
  66030. /**
  66031. * Creates a string representation of the Vector3
  66032. * @returns a string with the Vector3 coordinates.
  66033. */
  66034. toString(): string;
  66035. /**
  66036. * Gets the class name
  66037. * @returns the string "Vector3"
  66038. */
  66039. getClassName(): string;
  66040. /**
  66041. * Creates the Vector3 hash code
  66042. * @returns a number which tends to be unique between Vector3 instances
  66043. */
  66044. getHashCode(): number;
  66045. /**
  66046. * Creates an array containing three elements : the coordinates of the Vector3
  66047. * @returns a new array of numbers
  66048. */
  66049. asArray(): number[];
  66050. /**
  66051. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  66052. * @param array defines the destination array
  66053. * @param index defines the offset in the destination array
  66054. * @returns the current Vector3
  66055. */
  66056. toArray(array: FloatArray, index?: number): Vector3;
  66057. /**
  66058. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  66059. * @returns a new Quaternion object, computed from the Vector3 coordinates
  66060. */
  66061. toQuaternion(): Quaternion;
  66062. /**
  66063. * Adds the given vector to the current Vector3
  66064. * @param otherVector defines the second operand
  66065. * @returns the current updated Vector3
  66066. */
  66067. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66068. /**
  66069. * Adds the given coordinates to the current Vector3
  66070. * @param x defines the x coordinate of the operand
  66071. * @param y defines the y coordinate of the operand
  66072. * @param z defines the z coordinate of the operand
  66073. * @returns the current updated Vector3
  66074. */
  66075. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66076. /**
  66077. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  66078. * @param otherVector defines the second operand
  66079. * @returns the resulting Vector3
  66080. */
  66081. add(otherVector: DeepImmutable<Vector3>): Vector3;
  66082. /**
  66083. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  66084. * @param otherVector defines the second operand
  66085. * @param result defines the Vector3 object where to store the result
  66086. * @returns the current Vector3
  66087. */
  66088. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66089. /**
  66090. * Subtract the given vector from the current Vector3
  66091. * @param otherVector defines the second operand
  66092. * @returns the current updated Vector3
  66093. */
  66094. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66095. /**
  66096. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  66097. * @param otherVector defines the second operand
  66098. * @returns the resulting Vector3
  66099. */
  66100. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  66101. /**
  66102. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  66103. * @param otherVector defines the second operand
  66104. * @param result defines the Vector3 object where to store the result
  66105. * @returns the current Vector3
  66106. */
  66107. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66108. /**
  66109. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  66110. * @param x defines the x coordinate of the operand
  66111. * @param y defines the y coordinate of the operand
  66112. * @param z defines the z coordinate of the operand
  66113. * @returns the resulting Vector3
  66114. */
  66115. subtractFromFloats(x: number, y: number, z: number): Vector3;
  66116. /**
  66117. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  66118. * @param x defines the x coordinate of the operand
  66119. * @param y defines the y coordinate of the operand
  66120. * @param z defines the z coordinate of the operand
  66121. * @param result defines the Vector3 object where to store the result
  66122. * @returns the current Vector3
  66123. */
  66124. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  66125. /**
  66126. * Gets a new Vector3 set with the current Vector3 negated coordinates
  66127. * @returns a new Vector3
  66128. */
  66129. negate(): Vector3;
  66130. /**
  66131. * Multiplies the Vector3 coordinates by the float "scale"
  66132. * @param scale defines the multiplier factor
  66133. * @returns the current updated Vector3
  66134. */
  66135. scaleInPlace(scale: number): Vector3;
  66136. /**
  66137. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  66138. * @param scale defines the multiplier factor
  66139. * @returns a new Vector3
  66140. */
  66141. scale(scale: number): Vector3;
  66142. /**
  66143. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  66144. * @param scale defines the multiplier factor
  66145. * @param result defines the Vector3 object where to store the result
  66146. * @returns the current Vector3
  66147. */
  66148. scaleToRef(scale: number, result: Vector3): Vector3;
  66149. /**
  66150. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  66151. * @param scale defines the scale factor
  66152. * @param result defines the Vector3 object where to store the result
  66153. * @returns the unmodified current Vector3
  66154. */
  66155. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  66156. /**
  66157. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  66158. * @param otherVector defines the second operand
  66159. * @returns true if both vectors are equals
  66160. */
  66161. equals(otherVector: DeepImmutable<Vector3>): boolean;
  66162. /**
  66163. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  66164. * @param otherVector defines the second operand
  66165. * @param epsilon defines the minimal distance to define values as equals
  66166. * @returns true if both vectors are distant less than epsilon
  66167. */
  66168. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  66169. /**
  66170. * Returns true if the current Vector3 coordinates equals the given floats
  66171. * @param x defines the x coordinate of the operand
  66172. * @param y defines the y coordinate of the operand
  66173. * @param z defines the z coordinate of the operand
  66174. * @returns true if both vectors are equals
  66175. */
  66176. equalsToFloats(x: number, y: number, z: number): boolean;
  66177. /**
  66178. * Multiplies the current Vector3 coordinates by the given ones
  66179. * @param otherVector defines the second operand
  66180. * @returns the current updated Vector3
  66181. */
  66182. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66183. /**
  66184. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  66185. * @param otherVector defines the second operand
  66186. * @returns the new Vector3
  66187. */
  66188. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  66189. /**
  66190. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  66191. * @param otherVector defines the second operand
  66192. * @param result defines the Vector3 object where to store the result
  66193. * @returns the current Vector3
  66194. */
  66195. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66196. /**
  66197. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  66198. * @param x defines the x coordinate of the operand
  66199. * @param y defines the y coordinate of the operand
  66200. * @param z defines the z coordinate of the operand
  66201. * @returns the new Vector3
  66202. */
  66203. multiplyByFloats(x: number, y: number, z: number): Vector3;
  66204. /**
  66205. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  66206. * @param otherVector defines the second operand
  66207. * @returns the new Vector3
  66208. */
  66209. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  66210. /**
  66211. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  66212. * @param otherVector defines the second operand
  66213. * @param result defines the Vector3 object where to store the result
  66214. * @returns the current Vector3
  66215. */
  66216. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66217. /**
  66218. * Divides the current Vector3 coordinates by the given ones.
  66219. * @param otherVector defines the second operand
  66220. * @returns the current updated Vector3
  66221. */
  66222. divideInPlace(otherVector: Vector3): Vector3;
  66223. /**
  66224. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  66225. * @param other defines the second operand
  66226. * @returns the current updated Vector3
  66227. */
  66228. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66229. /**
  66230. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  66231. * @param other defines the second operand
  66232. * @returns the current updated Vector3
  66233. */
  66234. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66235. /**
  66236. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  66237. * @param x defines the x coordinate of the operand
  66238. * @param y defines the y coordinate of the operand
  66239. * @param z defines the z coordinate of the operand
  66240. * @returns the current updated Vector3
  66241. */
  66242. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66243. /**
  66244. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  66245. * @param x defines the x coordinate of the operand
  66246. * @param y defines the y coordinate of the operand
  66247. * @param z defines the z coordinate of the operand
  66248. * @returns the current updated Vector3
  66249. */
  66250. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66251. /**
  66252. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  66253. * Check if is non uniform within a certain amount of decimal places to account for this
  66254. * @param epsilon the amount the values can differ
  66255. * @returns if the the vector is non uniform to a certain number of decimal places
  66256. */
  66257. isNonUniformWithinEpsilon(epsilon: number): boolean;
  66258. /**
  66259. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  66260. */
  66261. readonly isNonUniform: boolean;
  66262. /**
  66263. * Gets a new Vector3 from current Vector3 floored values
  66264. * @returns a new Vector3
  66265. */
  66266. floor(): Vector3;
  66267. /**
  66268. * Gets a new Vector3 from current Vector3 floored values
  66269. * @returns a new Vector3
  66270. */
  66271. fract(): Vector3;
  66272. /**
  66273. * Gets the length of the Vector3
  66274. * @returns the length of the Vector3
  66275. */
  66276. length(): number;
  66277. /**
  66278. * Gets the squared length of the Vector3
  66279. * @returns squared length of the Vector3
  66280. */
  66281. lengthSquared(): number;
  66282. /**
  66283. * Normalize the current Vector3.
  66284. * Please note that this is an in place operation.
  66285. * @returns the current updated Vector3
  66286. */
  66287. normalize(): Vector3;
  66288. /**
  66289. * Reorders the x y z properties of the vector in place
  66290. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  66291. * @returns the current updated vector
  66292. */
  66293. reorderInPlace(order: string): this;
  66294. /**
  66295. * Rotates the vector around 0,0,0 by a quaternion
  66296. * @param quaternion the rotation quaternion
  66297. * @param result vector to store the result
  66298. * @returns the resulting vector
  66299. */
  66300. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  66301. /**
  66302. * Rotates a vector around a given point
  66303. * @param quaternion the rotation quaternion
  66304. * @param point the point to rotate around
  66305. * @param result vector to store the result
  66306. * @returns the resulting vector
  66307. */
  66308. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66309. /**
  66310. * Normalize the current Vector3 with the given input length.
  66311. * Please note that this is an in place operation.
  66312. * @param len the length of the vector
  66313. * @returns the current updated Vector3
  66314. */
  66315. normalizeFromLength(len: number): Vector3;
  66316. /**
  66317. * Normalize the current Vector3 to a new vector
  66318. * @returns the new Vector3
  66319. */
  66320. normalizeToNew(): Vector3;
  66321. /**
  66322. * Normalize the current Vector3 to the reference
  66323. * @param reference define the Vector3 to update
  66324. * @returns the updated Vector3
  66325. */
  66326. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66327. /**
  66328. * Creates a new Vector3 copied from the current Vector3
  66329. * @returns the new Vector3
  66330. */
  66331. clone(): Vector3;
  66332. /**
  66333. * Copies the given vector coordinates to the current Vector3 ones
  66334. * @param source defines the source Vector3
  66335. * @returns the current updated Vector3
  66336. */
  66337. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66338. /**
  66339. * Copies the given floats to the current Vector3 coordinates
  66340. * @param x defines the x coordinate of the operand
  66341. * @param y defines the y coordinate of the operand
  66342. * @param z defines the z coordinate of the operand
  66343. * @returns the current updated Vector3
  66344. */
  66345. copyFromFloats(x: number, y: number, z: number): Vector3;
  66346. /**
  66347. * Copies the given floats to the current Vector3 coordinates
  66348. * @param x defines the x coordinate of the operand
  66349. * @param y defines the y coordinate of the operand
  66350. * @param z defines the z coordinate of the operand
  66351. * @returns the current updated Vector3
  66352. */
  66353. set(x: number, y: number, z: number): Vector3;
  66354. /**
  66355. * Copies the given float to the current Vector3 coordinates
  66356. * @param v defines the x, y and z coordinates of the operand
  66357. * @returns the current updated Vector3
  66358. */
  66359. setAll(v: number): Vector3;
  66360. /**
  66361. * Get the clip factor between two vectors
  66362. * @param vector0 defines the first operand
  66363. * @param vector1 defines the second operand
  66364. * @param axis defines the axis to use
  66365. * @param size defines the size along the axis
  66366. * @returns the clip factor
  66367. */
  66368. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66369. /**
  66370. * Get angle between two vectors
  66371. * @param vector0 angle between vector0 and vector1
  66372. * @param vector1 angle between vector0 and vector1
  66373. * @param normal direction of the normal
  66374. * @return the angle between vector0 and vector1
  66375. */
  66376. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66377. /**
  66378. * Returns a new Vector3 set from the index "offset" of the given array
  66379. * @param array defines the source array
  66380. * @param offset defines the offset in the source array
  66381. * @returns the new Vector3
  66382. */
  66383. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66384. /**
  66385. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66386. * This function is deprecated. Use FromArray instead
  66387. * @param array defines the source array
  66388. * @param offset defines the offset in the source array
  66389. * @returns the new Vector3
  66390. */
  66391. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66392. /**
  66393. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66394. * @param array defines the source array
  66395. * @param offset defines the offset in the source array
  66396. * @param result defines the Vector3 where to store the result
  66397. */
  66398. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66399. /**
  66400. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66401. * This function is deprecated. Use FromArrayToRef instead.
  66402. * @param array defines the source array
  66403. * @param offset defines the offset in the source array
  66404. * @param result defines the Vector3 where to store the result
  66405. */
  66406. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66407. /**
  66408. * Sets the given vector "result" with the given floats.
  66409. * @param x defines the x coordinate of the source
  66410. * @param y defines the y coordinate of the source
  66411. * @param z defines the z coordinate of the source
  66412. * @param result defines the Vector3 where to store the result
  66413. */
  66414. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66415. /**
  66416. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66417. * @returns a new empty Vector3
  66418. */
  66419. static Zero(): Vector3;
  66420. /**
  66421. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66422. * @returns a new unit Vector3
  66423. */
  66424. static One(): Vector3;
  66425. /**
  66426. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  66427. * @returns a new up Vector3
  66428. */
  66429. static Up(): Vector3;
  66430. /**
  66431. * Gets a up Vector3 that must not be updated
  66432. */
  66433. static readonly UpReadOnly: DeepImmutable<Vector3>;
  66434. /**
  66435. * Gets a zero Vector3 that must not be updated
  66436. */
  66437. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  66438. /**
  66439. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  66440. * @returns a new down Vector3
  66441. */
  66442. static Down(): Vector3;
  66443. /**
  66444. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  66445. * @returns a new forward Vector3
  66446. */
  66447. static Forward(): Vector3;
  66448. /**
  66449. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  66450. * @returns a new forward Vector3
  66451. */
  66452. static Backward(): Vector3;
  66453. /**
  66454. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  66455. * @returns a new right Vector3
  66456. */
  66457. static Right(): Vector3;
  66458. /**
  66459. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  66460. * @returns a new left Vector3
  66461. */
  66462. static Left(): Vector3;
  66463. /**
  66464. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  66465. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66466. * @param vector defines the Vector3 to transform
  66467. * @param transformation defines the transformation matrix
  66468. * @returns the transformed Vector3
  66469. */
  66470. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66471. /**
  66472. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  66473. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66474. * @param vector defines the Vector3 to transform
  66475. * @param transformation defines the transformation matrix
  66476. * @param result defines the Vector3 where to store the result
  66477. */
  66478. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66479. /**
  66480. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66481. * This method computes tranformed coordinates only, not transformed direction vectors
  66482. * @param x define the x coordinate of the source vector
  66483. * @param y define the y coordinate of the source vector
  66484. * @param z define the z coordinate of the source vector
  66485. * @param transformation defines the transformation matrix
  66486. * @param result defines the Vector3 where to store the result
  66487. */
  66488. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66489. /**
  66490. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66491. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66492. * @param vector defines the Vector3 to transform
  66493. * @param transformation defines the transformation matrix
  66494. * @returns the new Vector3
  66495. */
  66496. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66497. /**
  66498. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66499. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66500. * @param vector defines the Vector3 to transform
  66501. * @param transformation defines the transformation matrix
  66502. * @param result defines the Vector3 where to store the result
  66503. */
  66504. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66505. /**
  66506. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66507. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66508. * @param x define the x coordinate of the source vector
  66509. * @param y define the y coordinate of the source vector
  66510. * @param z define the z coordinate of the source vector
  66511. * @param transformation defines the transformation matrix
  66512. * @param result defines the Vector3 where to store the result
  66513. */
  66514. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66515. /**
  66516. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66517. * @param value1 defines the first control point
  66518. * @param value2 defines the second control point
  66519. * @param value3 defines the third control point
  66520. * @param value4 defines the fourth control point
  66521. * @param amount defines the amount on the spline to use
  66522. * @returns the new Vector3
  66523. */
  66524. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66525. /**
  66526. * 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"
  66527. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66528. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66529. * @param value defines the current value
  66530. * @param min defines the lower range value
  66531. * @param max defines the upper range value
  66532. * @returns the new Vector3
  66533. */
  66534. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66535. /**
  66536. * 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"
  66537. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66538. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66539. * @param value defines the current value
  66540. * @param min defines the lower range value
  66541. * @param max defines the upper range value
  66542. * @param result defines the Vector3 where to store the result
  66543. */
  66544. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  66545. /**
  66546. * Checks if a given vector is inside a specific range
  66547. * @param v defines the vector to test
  66548. * @param min defines the minimum range
  66549. * @param max defines the maximum range
  66550. */
  66551. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  66552. /**
  66553. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  66554. * @param value1 defines the first control point
  66555. * @param tangent1 defines the first tangent vector
  66556. * @param value2 defines the second control point
  66557. * @param tangent2 defines the second tangent vector
  66558. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  66559. * @returns the new Vector3
  66560. */
  66561. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  66562. /**
  66563. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  66564. * @param start defines the start value
  66565. * @param end defines the end value
  66566. * @param amount max defines amount between both (between 0 and 1)
  66567. * @returns the new Vector3
  66568. */
  66569. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  66570. /**
  66571. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  66572. * @param start defines the start value
  66573. * @param end defines the end value
  66574. * @param amount max defines amount between both (between 0 and 1)
  66575. * @param result defines the Vector3 where to store the result
  66576. */
  66577. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  66578. /**
  66579. * Returns the dot product (float) between the vectors "left" and "right"
  66580. * @param left defines the left operand
  66581. * @param right defines the right operand
  66582. * @returns the dot product
  66583. */
  66584. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66585. /**
  66586. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66587. * The cross product is then orthogonal to both "left" and "right"
  66588. * @param left defines the left operand
  66589. * @param right defines the right operand
  66590. * @returns the cross product
  66591. */
  66592. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66593. /**
  66594. * Sets the given vector "result" with the cross product of "left" and "right"
  66595. * The cross product is then orthogonal to both "left" and "right"
  66596. * @param left defines the left operand
  66597. * @param right defines the right operand
  66598. * @param result defines the Vector3 where to store the result
  66599. */
  66600. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66601. /**
  66602. * Returns a new Vector3 as the normalization of the given vector
  66603. * @param vector defines the Vector3 to normalize
  66604. * @returns the new Vector3
  66605. */
  66606. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66607. /**
  66608. * Sets the given vector "result" with the normalization of the given first vector
  66609. * @param vector defines the Vector3 to normalize
  66610. * @param result defines the Vector3 where to store the result
  66611. */
  66612. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66613. /**
  66614. * Project a Vector3 onto screen space
  66615. * @param vector defines the Vector3 to project
  66616. * @param world defines the world matrix to use
  66617. * @param transform defines the transform (view x projection) matrix to use
  66618. * @param viewport defines the screen viewport to use
  66619. * @returns the new Vector3
  66620. */
  66621. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66622. /** @hidden */
  66623. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66624. /**
  66625. * Unproject from screen space to object space
  66626. * @param source defines the screen space Vector3 to use
  66627. * @param viewportWidth defines the current width of the viewport
  66628. * @param viewportHeight defines the current height of the viewport
  66629. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66630. * @param transform defines the transform (view x projection) matrix to use
  66631. * @returns the new Vector3
  66632. */
  66633. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66634. /**
  66635. * Unproject from screen space to object space
  66636. * @param source defines the screen space Vector3 to use
  66637. * @param viewportWidth defines the current width of the viewport
  66638. * @param viewportHeight defines the current height of the viewport
  66639. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66640. * @param view defines the view matrix to use
  66641. * @param projection defines the projection matrix to use
  66642. * @returns the new Vector3
  66643. */
  66644. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66645. /**
  66646. * Unproject from screen space to object space
  66647. * @param source defines the screen space Vector3 to use
  66648. * @param viewportWidth defines the current width of the viewport
  66649. * @param viewportHeight defines the current height of the viewport
  66650. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66651. * @param view defines the view matrix to use
  66652. * @param projection defines the projection matrix to use
  66653. * @param result defines the Vector3 where to store the result
  66654. */
  66655. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66656. /**
  66657. * Unproject from screen space to object space
  66658. * @param sourceX defines the screen space x coordinate to use
  66659. * @param sourceY defines the screen space y coordinate to use
  66660. * @param sourceZ defines the screen space z coordinate to use
  66661. * @param viewportWidth defines the current width of the viewport
  66662. * @param viewportHeight defines the current height of the viewport
  66663. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66664. * @param view defines the view matrix to use
  66665. * @param projection defines the projection matrix to use
  66666. * @param result defines the Vector3 where to store the result
  66667. */
  66668. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66669. /**
  66670. * Gets the minimal coordinate values between two Vector3
  66671. * @param left defines the first operand
  66672. * @param right defines the second operand
  66673. * @returns the new Vector3
  66674. */
  66675. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66676. /**
  66677. * Gets the maximal coordinate values between two Vector3
  66678. * @param left defines the first operand
  66679. * @param right defines the second operand
  66680. * @returns the new Vector3
  66681. */
  66682. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66683. /**
  66684. * Returns the distance between the vectors "value1" and "value2"
  66685. * @param value1 defines the first operand
  66686. * @param value2 defines the second operand
  66687. * @returns the distance
  66688. */
  66689. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66690. /**
  66691. * Returns the squared distance between the vectors "value1" and "value2"
  66692. * @param value1 defines the first operand
  66693. * @param value2 defines the second operand
  66694. * @returns the squared distance
  66695. */
  66696. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66697. /**
  66698. * Returns a new Vector3 located at the center between "value1" and "value2"
  66699. * @param value1 defines the first operand
  66700. * @param value2 defines the second operand
  66701. * @returns the new Vector3
  66702. */
  66703. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  66704. /**
  66705. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  66706. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  66707. * to something in order to rotate it from its local system to the given target system
  66708. * Note: axis1, axis2 and axis3 are normalized during this operation
  66709. * @param axis1 defines the first axis
  66710. * @param axis2 defines the second axis
  66711. * @param axis3 defines the third axis
  66712. * @returns a new Vector3
  66713. */
  66714. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  66715. /**
  66716. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  66717. * @param axis1 defines the first axis
  66718. * @param axis2 defines the second axis
  66719. * @param axis3 defines the third axis
  66720. * @param ref defines the Vector3 where to store the result
  66721. */
  66722. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  66723. }
  66724. /**
  66725. * Vector4 class created for EulerAngle class conversion to Quaternion
  66726. */
  66727. export class Vector4 {
  66728. /** x value of the vector */
  66729. x: number;
  66730. /** y value of the vector */
  66731. y: number;
  66732. /** z value of the vector */
  66733. z: number;
  66734. /** w value of the vector */
  66735. w: number;
  66736. /**
  66737. * Creates a Vector4 object from the given floats.
  66738. * @param x x value of the vector
  66739. * @param y y value of the vector
  66740. * @param z z value of the vector
  66741. * @param w w value of the vector
  66742. */
  66743. constructor(
  66744. /** x value of the vector */
  66745. x: number,
  66746. /** y value of the vector */
  66747. y: number,
  66748. /** z value of the vector */
  66749. z: number,
  66750. /** w value of the vector */
  66751. w: number);
  66752. /**
  66753. * Returns the string with the Vector4 coordinates.
  66754. * @returns a string containing all the vector values
  66755. */
  66756. toString(): string;
  66757. /**
  66758. * Returns the string "Vector4".
  66759. * @returns "Vector4"
  66760. */
  66761. getClassName(): string;
  66762. /**
  66763. * Returns the Vector4 hash code.
  66764. * @returns a unique hash code
  66765. */
  66766. getHashCode(): number;
  66767. /**
  66768. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  66769. * @returns the resulting array
  66770. */
  66771. asArray(): number[];
  66772. /**
  66773. * Populates the given array from the given index with the Vector4 coordinates.
  66774. * @param array array to populate
  66775. * @param index index of the array to start at (default: 0)
  66776. * @returns the Vector4.
  66777. */
  66778. toArray(array: FloatArray, index?: number): Vector4;
  66779. /**
  66780. * Adds the given vector to the current Vector4.
  66781. * @param otherVector the vector to add
  66782. * @returns the updated Vector4.
  66783. */
  66784. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66785. /**
  66786. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  66787. * @param otherVector the vector to add
  66788. * @returns the resulting vector
  66789. */
  66790. add(otherVector: DeepImmutable<Vector4>): Vector4;
  66791. /**
  66792. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  66793. * @param otherVector the vector to add
  66794. * @param result the vector to store the result
  66795. * @returns the current Vector4.
  66796. */
  66797. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66798. /**
  66799. * Subtract in place the given vector from the current Vector4.
  66800. * @param otherVector the vector to subtract
  66801. * @returns the updated Vector4.
  66802. */
  66803. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66804. /**
  66805. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  66806. * @param otherVector the vector to add
  66807. * @returns the new vector with the result
  66808. */
  66809. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  66810. /**
  66811. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  66812. * @param otherVector the vector to subtract
  66813. * @param result the vector to store the result
  66814. * @returns the current Vector4.
  66815. */
  66816. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66817. /**
  66818. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66819. */
  66820. /**
  66821. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66822. * @param x value to subtract
  66823. * @param y value to subtract
  66824. * @param z value to subtract
  66825. * @param w value to subtract
  66826. * @returns new vector containing the result
  66827. */
  66828. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66829. /**
  66830. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66831. * @param x value to subtract
  66832. * @param y value to subtract
  66833. * @param z value to subtract
  66834. * @param w value to subtract
  66835. * @param result the vector to store the result in
  66836. * @returns the current Vector4.
  66837. */
  66838. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  66839. /**
  66840. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  66841. * @returns a new vector with the negated values
  66842. */
  66843. negate(): Vector4;
  66844. /**
  66845. * Multiplies the current Vector4 coordinates by scale (float).
  66846. * @param scale the number to scale with
  66847. * @returns the updated Vector4.
  66848. */
  66849. scaleInPlace(scale: number): Vector4;
  66850. /**
  66851. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  66852. * @param scale the number to scale with
  66853. * @returns a new vector with the result
  66854. */
  66855. scale(scale: number): Vector4;
  66856. /**
  66857. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  66858. * @param scale the number to scale with
  66859. * @param result a vector to store the result in
  66860. * @returns the current Vector4.
  66861. */
  66862. scaleToRef(scale: number, result: Vector4): Vector4;
  66863. /**
  66864. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  66865. * @param scale defines the scale factor
  66866. * @param result defines the Vector4 object where to store the result
  66867. * @returns the unmodified current Vector4
  66868. */
  66869. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  66870. /**
  66871. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  66872. * @param otherVector the vector to compare against
  66873. * @returns true if they are equal
  66874. */
  66875. equals(otherVector: DeepImmutable<Vector4>): boolean;
  66876. /**
  66877. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  66878. * @param otherVector vector to compare against
  66879. * @param epsilon (Default: very small number)
  66880. * @returns true if they are equal
  66881. */
  66882. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  66883. /**
  66884. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  66885. * @param x x value to compare against
  66886. * @param y y value to compare against
  66887. * @param z z value to compare against
  66888. * @param w w value to compare against
  66889. * @returns true if equal
  66890. */
  66891. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  66892. /**
  66893. * Multiplies in place the current Vector4 by the given one.
  66894. * @param otherVector vector to multiple with
  66895. * @returns the updated Vector4.
  66896. */
  66897. multiplyInPlace(otherVector: Vector4): Vector4;
  66898. /**
  66899. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  66900. * @param otherVector vector to multiple with
  66901. * @returns resulting new vector
  66902. */
  66903. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  66904. /**
  66905. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  66906. * @param otherVector vector to multiple with
  66907. * @param result vector to store the result
  66908. * @returns the current Vector4.
  66909. */
  66910. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66911. /**
  66912. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  66913. * @param x x value multiply with
  66914. * @param y y value multiply with
  66915. * @param z z value multiply with
  66916. * @param w w value multiply with
  66917. * @returns resulting new vector
  66918. */
  66919. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  66920. /**
  66921. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  66922. * @param otherVector vector to devide with
  66923. * @returns resulting new vector
  66924. */
  66925. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  66926. /**
  66927. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  66928. * @param otherVector vector to devide with
  66929. * @param result vector to store the result
  66930. * @returns the current Vector4.
  66931. */
  66932. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66933. /**
  66934. * Divides the current Vector3 coordinates by the given ones.
  66935. * @param otherVector vector to devide with
  66936. * @returns the updated Vector3.
  66937. */
  66938. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66939. /**
  66940. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  66941. * @param other defines the second operand
  66942. * @returns the current updated Vector4
  66943. */
  66944. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66945. /**
  66946. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  66947. * @param other defines the second operand
  66948. * @returns the current updated Vector4
  66949. */
  66950. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66951. /**
  66952. * Gets a new Vector4 from current Vector4 floored values
  66953. * @returns a new Vector4
  66954. */
  66955. floor(): Vector4;
  66956. /**
  66957. * Gets a new Vector4 from current Vector3 floored values
  66958. * @returns a new Vector4
  66959. */
  66960. fract(): Vector4;
  66961. /**
  66962. * Returns the Vector4 length (float).
  66963. * @returns the length
  66964. */
  66965. length(): number;
  66966. /**
  66967. * Returns the Vector4 squared length (float).
  66968. * @returns the length squared
  66969. */
  66970. lengthSquared(): number;
  66971. /**
  66972. * Normalizes in place the Vector4.
  66973. * @returns the updated Vector4.
  66974. */
  66975. normalize(): Vector4;
  66976. /**
  66977. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  66978. * @returns this converted to a new vector3
  66979. */
  66980. toVector3(): Vector3;
  66981. /**
  66982. * Returns a new Vector4 copied from the current one.
  66983. * @returns the new cloned vector
  66984. */
  66985. clone(): Vector4;
  66986. /**
  66987. * Updates the current Vector4 with the given one coordinates.
  66988. * @param source the source vector to copy from
  66989. * @returns the updated Vector4.
  66990. */
  66991. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  66992. /**
  66993. * Updates the current Vector4 coordinates with the given floats.
  66994. * @param x float to copy from
  66995. * @param y float to copy from
  66996. * @param z float to copy from
  66997. * @param w float to copy from
  66998. * @returns the updated Vector4.
  66999. */
  67000. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67001. /**
  67002. * Updates the current Vector4 coordinates with the given floats.
  67003. * @param x float to set from
  67004. * @param y float to set from
  67005. * @param z float to set from
  67006. * @param w float to set from
  67007. * @returns the updated Vector4.
  67008. */
  67009. set(x: number, y: number, z: number, w: number): Vector4;
  67010. /**
  67011. * Copies the given float to the current Vector3 coordinates
  67012. * @param v defines the x, y, z and w coordinates of the operand
  67013. * @returns the current updated Vector3
  67014. */
  67015. setAll(v: number): Vector4;
  67016. /**
  67017. * Returns a new Vector4 set from the starting index of the given array.
  67018. * @param array the array to pull values from
  67019. * @param offset the offset into the array to start at
  67020. * @returns the new vector
  67021. */
  67022. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  67023. /**
  67024. * Updates the given vector "result" from the starting index of the given array.
  67025. * @param array the array to pull values from
  67026. * @param offset the offset into the array to start at
  67027. * @param result the vector to store the result in
  67028. */
  67029. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  67030. /**
  67031. * Updates the given vector "result" from the starting index of the given Float32Array.
  67032. * @param array the array to pull values from
  67033. * @param offset the offset into the array to start at
  67034. * @param result the vector to store the result in
  67035. */
  67036. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  67037. /**
  67038. * Updates the given vector "result" coordinates from the given floats.
  67039. * @param x float to set from
  67040. * @param y float to set from
  67041. * @param z float to set from
  67042. * @param w float to set from
  67043. * @param result the vector to the floats in
  67044. */
  67045. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  67046. /**
  67047. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  67048. * @returns the new vector
  67049. */
  67050. static Zero(): Vector4;
  67051. /**
  67052. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  67053. * @returns the new vector
  67054. */
  67055. static One(): Vector4;
  67056. /**
  67057. * Returns a new normalized Vector4 from the given one.
  67058. * @param vector the vector to normalize
  67059. * @returns the vector
  67060. */
  67061. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  67062. /**
  67063. * Updates the given vector "result" from the normalization of the given one.
  67064. * @param vector the vector to normalize
  67065. * @param result the vector to store the result in
  67066. */
  67067. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  67068. /**
  67069. * Returns a vector with the minimum values from the left and right vectors
  67070. * @param left left vector to minimize
  67071. * @param right right vector to minimize
  67072. * @returns a new vector with the minimum of the left and right vector values
  67073. */
  67074. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67075. /**
  67076. * Returns a vector with the maximum values from the left and right vectors
  67077. * @param left left vector to maximize
  67078. * @param right right vector to maximize
  67079. * @returns a new vector with the maximum of the left and right vector values
  67080. */
  67081. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67082. /**
  67083. * Returns the distance (float) between the vectors "value1" and "value2".
  67084. * @param value1 value to calulate the distance between
  67085. * @param value2 value to calulate the distance between
  67086. * @return the distance between the two vectors
  67087. */
  67088. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67089. /**
  67090. * Returns the squared distance (float) between the vectors "value1" and "value2".
  67091. * @param value1 value to calulate the distance between
  67092. * @param value2 value to calulate the distance between
  67093. * @return the distance between the two vectors squared
  67094. */
  67095. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67096. /**
  67097. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  67098. * @param value1 value to calulate the center between
  67099. * @param value2 value to calulate the center between
  67100. * @return the center between the two vectors
  67101. */
  67102. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  67103. /**
  67104. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  67105. * This methods computes transformed normalized direction vectors only.
  67106. * @param vector the vector to transform
  67107. * @param transformation the transformation matrix to apply
  67108. * @returns the new vector
  67109. */
  67110. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  67111. /**
  67112. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  67113. * This methods computes transformed normalized direction vectors only.
  67114. * @param vector the vector to transform
  67115. * @param transformation the transformation matrix to apply
  67116. * @param result the vector to store the result in
  67117. */
  67118. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67119. /**
  67120. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  67121. * This methods computes transformed normalized direction vectors only.
  67122. * @param x value to transform
  67123. * @param y value to transform
  67124. * @param z value to transform
  67125. * @param w value to transform
  67126. * @param transformation the transformation matrix to apply
  67127. * @param result the vector to store the results in
  67128. */
  67129. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67130. /**
  67131. * Creates a new Vector4 from a Vector3
  67132. * @param source defines the source data
  67133. * @param w defines the 4th component (default is 0)
  67134. * @returns a new Vector4
  67135. */
  67136. static FromVector3(source: Vector3, w?: number): Vector4;
  67137. }
  67138. /**
  67139. * Class used to store quaternion data
  67140. * @see https://en.wikipedia.org/wiki/Quaternion
  67141. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  67142. */
  67143. export class Quaternion {
  67144. /** defines the first component (0 by default) */
  67145. x: number;
  67146. /** defines the second component (0 by default) */
  67147. y: number;
  67148. /** defines the third component (0 by default) */
  67149. z: number;
  67150. /** defines the fourth component (1.0 by default) */
  67151. w: number;
  67152. /**
  67153. * Creates a new Quaternion from the given floats
  67154. * @param x defines the first component (0 by default)
  67155. * @param y defines the second component (0 by default)
  67156. * @param z defines the third component (0 by default)
  67157. * @param w defines the fourth component (1.0 by default)
  67158. */
  67159. constructor(
  67160. /** defines the first component (0 by default) */
  67161. x?: number,
  67162. /** defines the second component (0 by default) */
  67163. y?: number,
  67164. /** defines the third component (0 by default) */
  67165. z?: number,
  67166. /** defines the fourth component (1.0 by default) */
  67167. w?: number);
  67168. /**
  67169. * Gets a string representation for the current quaternion
  67170. * @returns a string with the Quaternion coordinates
  67171. */
  67172. toString(): string;
  67173. /**
  67174. * Gets the class name of the quaternion
  67175. * @returns the string "Quaternion"
  67176. */
  67177. getClassName(): string;
  67178. /**
  67179. * Gets a hash code for this quaternion
  67180. * @returns the quaternion hash code
  67181. */
  67182. getHashCode(): number;
  67183. /**
  67184. * Copy the quaternion to an array
  67185. * @returns a new array populated with 4 elements from the quaternion coordinates
  67186. */
  67187. asArray(): number[];
  67188. /**
  67189. * Check if two quaternions are equals
  67190. * @param otherQuaternion defines the second operand
  67191. * @return true if the current quaternion and the given one coordinates are strictly equals
  67192. */
  67193. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  67194. /**
  67195. * Clone the current quaternion
  67196. * @returns a new quaternion copied from the current one
  67197. */
  67198. clone(): Quaternion;
  67199. /**
  67200. * Copy a quaternion to the current one
  67201. * @param other defines the other quaternion
  67202. * @returns the updated current quaternion
  67203. */
  67204. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  67205. /**
  67206. * Updates the current quaternion with the given float coordinates
  67207. * @param x defines the x coordinate
  67208. * @param y defines the y coordinate
  67209. * @param z defines the z coordinate
  67210. * @param w defines the w coordinate
  67211. * @returns the updated current quaternion
  67212. */
  67213. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  67214. /**
  67215. * Updates the current quaternion from the given float coordinates
  67216. * @param x defines the x coordinate
  67217. * @param y defines the y coordinate
  67218. * @param z defines the z coordinate
  67219. * @param w defines the w coordinate
  67220. * @returns the updated current quaternion
  67221. */
  67222. set(x: number, y: number, z: number, w: number): Quaternion;
  67223. /**
  67224. * Adds two quaternions
  67225. * @param other defines the second operand
  67226. * @returns a new quaternion as the addition result of the given one and the current quaternion
  67227. */
  67228. add(other: DeepImmutable<Quaternion>): Quaternion;
  67229. /**
  67230. * Add a quaternion to the current one
  67231. * @param other defines the quaternion to add
  67232. * @returns the current quaternion
  67233. */
  67234. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  67235. /**
  67236. * Subtract two quaternions
  67237. * @param other defines the second operand
  67238. * @returns a new quaternion as the subtraction result of the given one from the current one
  67239. */
  67240. subtract(other: Quaternion): Quaternion;
  67241. /**
  67242. * Multiplies the current quaternion by a scale factor
  67243. * @param value defines the scale factor
  67244. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  67245. */
  67246. scale(value: number): Quaternion;
  67247. /**
  67248. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  67249. * @param scale defines the scale factor
  67250. * @param result defines the Quaternion object where to store the result
  67251. * @returns the unmodified current quaternion
  67252. */
  67253. scaleToRef(scale: number, result: Quaternion): Quaternion;
  67254. /**
  67255. * Multiplies in place the current quaternion by a scale factor
  67256. * @param value defines the scale factor
  67257. * @returns the current modified quaternion
  67258. */
  67259. scaleInPlace(value: number): Quaternion;
  67260. /**
  67261. * Scale the current quaternion values by a factor and add the result to a given quaternion
  67262. * @param scale defines the scale factor
  67263. * @param result defines the Quaternion object where to store the result
  67264. * @returns the unmodified current quaternion
  67265. */
  67266. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  67267. /**
  67268. * Multiplies two quaternions
  67269. * @param q1 defines the second operand
  67270. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  67271. */
  67272. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  67273. /**
  67274. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  67275. * @param q1 defines the second operand
  67276. * @param result defines the target quaternion
  67277. * @returns the current quaternion
  67278. */
  67279. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  67280. /**
  67281. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  67282. * @param q1 defines the second operand
  67283. * @returns the currentupdated quaternion
  67284. */
  67285. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  67286. /**
  67287. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  67288. * @param ref defines the target quaternion
  67289. * @returns the current quaternion
  67290. */
  67291. conjugateToRef(ref: Quaternion): Quaternion;
  67292. /**
  67293. * Conjugates in place (1-q) the current quaternion
  67294. * @returns the current updated quaternion
  67295. */
  67296. conjugateInPlace(): Quaternion;
  67297. /**
  67298. * Conjugates in place (1-q) the current quaternion
  67299. * @returns a new quaternion
  67300. */
  67301. conjugate(): Quaternion;
  67302. /**
  67303. * Gets length of current quaternion
  67304. * @returns the quaternion length (float)
  67305. */
  67306. length(): number;
  67307. /**
  67308. * Normalize in place the current quaternion
  67309. * @returns the current updated quaternion
  67310. */
  67311. normalize(): Quaternion;
  67312. /**
  67313. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67314. * @param order is a reserved parameter and is ignore for now
  67315. * @returns a new Vector3 containing the Euler angles
  67316. */
  67317. toEulerAngles(order?: string): Vector3;
  67318. /**
  67319. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67320. * @param result defines the vector which will be filled with the Euler angles
  67321. * @param order is a reserved parameter and is ignore for now
  67322. * @returns the current unchanged quaternion
  67323. */
  67324. toEulerAnglesToRef(result: Vector3): Quaternion;
  67325. /**
  67326. * Updates the given rotation matrix with the current quaternion values
  67327. * @param result defines the target matrix
  67328. * @returns the current unchanged quaternion
  67329. */
  67330. toRotationMatrix(result: Matrix): Quaternion;
  67331. /**
  67332. * Updates the current quaternion from the given rotation matrix values
  67333. * @param matrix defines the source matrix
  67334. * @returns the current updated quaternion
  67335. */
  67336. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67337. /**
  67338. * Creates a new quaternion from a rotation matrix
  67339. * @param matrix defines the source matrix
  67340. * @returns a new quaternion created from the given rotation matrix values
  67341. */
  67342. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67343. /**
  67344. * Updates the given quaternion with the given rotation matrix values
  67345. * @param matrix defines the source matrix
  67346. * @param result defines the target quaternion
  67347. */
  67348. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67349. /**
  67350. * Returns the dot product (float) between the quaternions "left" and "right"
  67351. * @param left defines the left operand
  67352. * @param right defines the right operand
  67353. * @returns the dot product
  67354. */
  67355. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67356. /**
  67357. * Checks if the two quaternions are close to each other
  67358. * @param quat0 defines the first quaternion to check
  67359. * @param quat1 defines the second quaternion to check
  67360. * @returns true if the two quaternions are close to each other
  67361. */
  67362. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67363. /**
  67364. * Creates an empty quaternion
  67365. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67366. */
  67367. static Zero(): Quaternion;
  67368. /**
  67369. * Inverse a given quaternion
  67370. * @param q defines the source quaternion
  67371. * @returns a new quaternion as the inverted current quaternion
  67372. */
  67373. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67374. /**
  67375. * Inverse a given quaternion
  67376. * @param q defines the source quaternion
  67377. * @param result the quaternion the result will be stored in
  67378. * @returns the result quaternion
  67379. */
  67380. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67381. /**
  67382. * Creates an identity quaternion
  67383. * @returns the identity quaternion
  67384. */
  67385. static Identity(): Quaternion;
  67386. /**
  67387. * Gets a boolean indicating if the given quaternion is identity
  67388. * @param quaternion defines the quaternion to check
  67389. * @returns true if the quaternion is identity
  67390. */
  67391. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67392. /**
  67393. * Creates a quaternion from a rotation around an axis
  67394. * @param axis defines the axis to use
  67395. * @param angle defines the angle to use
  67396. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67397. */
  67398. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67399. /**
  67400. * Creates a rotation around an axis and stores it into the given quaternion
  67401. * @param axis defines the axis to use
  67402. * @param angle defines the angle to use
  67403. * @param result defines the target quaternion
  67404. * @returns the target quaternion
  67405. */
  67406. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67407. /**
  67408. * Creates a new quaternion from data stored into an array
  67409. * @param array defines the data source
  67410. * @param offset defines the offset in the source array where the data starts
  67411. * @returns a new quaternion
  67412. */
  67413. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67414. /**
  67415. * Create a quaternion from Euler rotation angles
  67416. * @param x Pitch
  67417. * @param y Yaw
  67418. * @param z Roll
  67419. * @returns the new Quaternion
  67420. */
  67421. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67422. /**
  67423. * Updates a quaternion from Euler rotation angles
  67424. * @param x Pitch
  67425. * @param y Yaw
  67426. * @param z Roll
  67427. * @param result the quaternion to store the result
  67428. * @returns the updated quaternion
  67429. */
  67430. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  67431. /**
  67432. * Create a quaternion from Euler rotation vector
  67433. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67434. * @returns the new Quaternion
  67435. */
  67436. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  67437. /**
  67438. * Updates a quaternion from Euler rotation vector
  67439. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67440. * @param result the quaternion to store the result
  67441. * @returns the updated quaternion
  67442. */
  67443. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  67444. /**
  67445. * Creates a new quaternion from the given Euler float angles (y, x, z)
  67446. * @param yaw defines the rotation around Y axis
  67447. * @param pitch defines the rotation around X axis
  67448. * @param roll defines the rotation around Z axis
  67449. * @returns the new quaternion
  67450. */
  67451. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  67452. /**
  67453. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  67454. * @param yaw defines the rotation around Y axis
  67455. * @param pitch defines the rotation around X axis
  67456. * @param roll defines the rotation around Z axis
  67457. * @param result defines the target quaternion
  67458. */
  67459. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  67460. /**
  67461. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  67462. * @param alpha defines the rotation around first axis
  67463. * @param beta defines the rotation around second axis
  67464. * @param gamma defines the rotation around third axis
  67465. * @returns the new quaternion
  67466. */
  67467. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  67468. /**
  67469. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  67470. * @param alpha defines the rotation around first axis
  67471. * @param beta defines the rotation around second axis
  67472. * @param gamma defines the rotation around third axis
  67473. * @param result defines the target quaternion
  67474. */
  67475. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  67476. /**
  67477. * 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)
  67478. * @param axis1 defines the first axis
  67479. * @param axis2 defines the second axis
  67480. * @param axis3 defines the third axis
  67481. * @returns the new quaternion
  67482. */
  67483. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67484. /**
  67485. * 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
  67486. * @param axis1 defines the first axis
  67487. * @param axis2 defines the second axis
  67488. * @param axis3 defines the third axis
  67489. * @param ref defines the target quaternion
  67490. */
  67491. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67492. /**
  67493. * Interpolates between two quaternions
  67494. * @param left defines first quaternion
  67495. * @param right defines second quaternion
  67496. * @param amount defines the gradient to use
  67497. * @returns the new interpolated quaternion
  67498. */
  67499. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67500. /**
  67501. * Interpolates between two quaternions and stores it into a target quaternion
  67502. * @param left defines first quaternion
  67503. * @param right defines second quaternion
  67504. * @param amount defines the gradient to use
  67505. * @param result defines the target quaternion
  67506. */
  67507. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67508. /**
  67509. * Interpolate between two quaternions using Hermite interpolation
  67510. * @param value1 defines first quaternion
  67511. * @param tangent1 defines the incoming tangent
  67512. * @param value2 defines second quaternion
  67513. * @param tangent2 defines the outgoing tangent
  67514. * @param amount defines the target quaternion
  67515. * @returns the new interpolated quaternion
  67516. */
  67517. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67518. }
  67519. /**
  67520. * Class used to store matrix data (4x4)
  67521. */
  67522. export class Matrix {
  67523. private static _updateFlagSeed;
  67524. private static _identityReadOnly;
  67525. private _isIdentity;
  67526. private _isIdentityDirty;
  67527. private _isIdentity3x2;
  67528. private _isIdentity3x2Dirty;
  67529. /**
  67530. * Gets the update flag of the matrix which is an unique number for the matrix.
  67531. * It will be incremented every time the matrix data change.
  67532. * You can use it to speed the comparison between two versions of the same matrix.
  67533. */
  67534. updateFlag: number;
  67535. private readonly _m;
  67536. /**
  67537. * Gets the internal data of the matrix
  67538. */
  67539. readonly m: DeepImmutable<Float32Array>;
  67540. /** @hidden */
  67541. _markAsUpdated(): void;
  67542. /** @hidden */
  67543. private _updateIdentityStatus;
  67544. /**
  67545. * Creates an empty matrix (filled with zeros)
  67546. */
  67547. constructor();
  67548. /**
  67549. * Check if the current matrix is identity
  67550. * @returns true is the matrix is the identity matrix
  67551. */
  67552. isIdentity(): boolean;
  67553. /**
  67554. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  67555. * @returns true is the matrix is the identity matrix
  67556. */
  67557. isIdentityAs3x2(): boolean;
  67558. /**
  67559. * Gets the determinant of the matrix
  67560. * @returns the matrix determinant
  67561. */
  67562. determinant(): number;
  67563. /**
  67564. * Returns the matrix as a Float32Array
  67565. * @returns the matrix underlying array
  67566. */
  67567. toArray(): DeepImmutable<Float32Array>;
  67568. /**
  67569. * Returns the matrix as a Float32Array
  67570. * @returns the matrix underlying array.
  67571. */
  67572. asArray(): DeepImmutable<Float32Array>;
  67573. /**
  67574. * Inverts the current matrix in place
  67575. * @returns the current inverted matrix
  67576. */
  67577. invert(): Matrix;
  67578. /**
  67579. * Sets all the matrix elements to zero
  67580. * @returns the current matrix
  67581. */
  67582. reset(): Matrix;
  67583. /**
  67584. * Adds the current matrix with a second one
  67585. * @param other defines the matrix to add
  67586. * @returns a new matrix as the addition of the current matrix and the given one
  67587. */
  67588. add(other: DeepImmutable<Matrix>): Matrix;
  67589. /**
  67590. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67591. * @param other defines the matrix to add
  67592. * @param result defines the target matrix
  67593. * @returns the current matrix
  67594. */
  67595. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67596. /**
  67597. * Adds in place the given matrix to the current matrix
  67598. * @param other defines the second operand
  67599. * @returns the current updated matrix
  67600. */
  67601. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67602. /**
  67603. * Sets the given matrix to the current inverted Matrix
  67604. * @param other defines the target matrix
  67605. * @returns the unmodified current matrix
  67606. */
  67607. invertToRef(other: Matrix): Matrix;
  67608. /**
  67609. * add a value at the specified position in the current Matrix
  67610. * @param index the index of the value within the matrix. between 0 and 15.
  67611. * @param value the value to be added
  67612. * @returns the current updated matrix
  67613. */
  67614. addAtIndex(index: number, value: number): Matrix;
  67615. /**
  67616. * mutiply the specified position in the current Matrix by a value
  67617. * @param index the index of the value within the matrix. between 0 and 15.
  67618. * @param value the value to be added
  67619. * @returns the current updated matrix
  67620. */
  67621. multiplyAtIndex(index: number, value: number): Matrix;
  67622. /**
  67623. * Inserts the translation vector (using 3 floats) in the current matrix
  67624. * @param x defines the 1st component of the translation
  67625. * @param y defines the 2nd component of the translation
  67626. * @param z defines the 3rd component of the translation
  67627. * @returns the current updated matrix
  67628. */
  67629. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67630. /**
  67631. * Adds the translation vector (using 3 floats) in the current matrix
  67632. * @param x defines the 1st component of the translation
  67633. * @param y defines the 2nd component of the translation
  67634. * @param z defines the 3rd component of the translation
  67635. * @returns the current updated matrix
  67636. */
  67637. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67638. /**
  67639. * Inserts the translation vector in the current matrix
  67640. * @param vector3 defines the translation to insert
  67641. * @returns the current updated matrix
  67642. */
  67643. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67644. /**
  67645. * Gets the translation value of the current matrix
  67646. * @returns a new Vector3 as the extracted translation from the matrix
  67647. */
  67648. getTranslation(): Vector3;
  67649. /**
  67650. * Fill a Vector3 with the extracted translation from the matrix
  67651. * @param result defines the Vector3 where to store the translation
  67652. * @returns the current matrix
  67653. */
  67654. getTranslationToRef(result: Vector3): Matrix;
  67655. /**
  67656. * Remove rotation and scaling part from the matrix
  67657. * @returns the updated matrix
  67658. */
  67659. removeRotationAndScaling(): Matrix;
  67660. /**
  67661. * Multiply two matrices
  67662. * @param other defines the second operand
  67663. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67664. */
  67665. multiply(other: DeepImmutable<Matrix>): Matrix;
  67666. /**
  67667. * Copy the current matrix from the given one
  67668. * @param other defines the source matrix
  67669. * @returns the current updated matrix
  67670. */
  67671. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67672. /**
  67673. * Populates the given array from the starting index with the current matrix values
  67674. * @param array defines the target array
  67675. * @param offset defines the offset in the target array where to start storing values
  67676. * @returns the current matrix
  67677. */
  67678. copyToArray(array: Float32Array, offset?: number): Matrix;
  67679. /**
  67680. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67681. * @param other defines the second operand
  67682. * @param result defines the matrix where to store the multiplication
  67683. * @returns the current matrix
  67684. */
  67685. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67686. /**
  67687. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67688. * @param other defines the second operand
  67689. * @param result defines the array where to store the multiplication
  67690. * @param offset defines the offset in the target array where to start storing values
  67691. * @returns the current matrix
  67692. */
  67693. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  67694. /**
  67695. * Check equality between this matrix and a second one
  67696. * @param value defines the second matrix to compare
  67697. * @returns true is the current matrix and the given one values are strictly equal
  67698. */
  67699. equals(value: DeepImmutable<Matrix>): boolean;
  67700. /**
  67701. * Clone the current matrix
  67702. * @returns a new matrix from the current matrix
  67703. */
  67704. clone(): Matrix;
  67705. /**
  67706. * Returns the name of the current matrix class
  67707. * @returns the string "Matrix"
  67708. */
  67709. getClassName(): string;
  67710. /**
  67711. * Gets the hash code of the current matrix
  67712. * @returns the hash code
  67713. */
  67714. getHashCode(): number;
  67715. /**
  67716. * Decomposes the current Matrix into a translation, rotation and scaling components
  67717. * @param scale defines the scale vector3 given as a reference to update
  67718. * @param rotation defines the rotation quaternion given as a reference to update
  67719. * @param translation defines the translation vector3 given as a reference to update
  67720. * @returns true if operation was successful
  67721. */
  67722. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  67723. /**
  67724. * Gets specific row of the matrix
  67725. * @param index defines the number of the row to get
  67726. * @returns the index-th row of the current matrix as a new Vector4
  67727. */
  67728. getRow(index: number): Nullable<Vector4>;
  67729. /**
  67730. * Sets the index-th row of the current matrix to the vector4 values
  67731. * @param index defines the number of the row to set
  67732. * @param row defines the target vector4
  67733. * @returns the updated current matrix
  67734. */
  67735. setRow(index: number, row: Vector4): Matrix;
  67736. /**
  67737. * Compute the transpose of the matrix
  67738. * @returns the new transposed matrix
  67739. */
  67740. transpose(): Matrix;
  67741. /**
  67742. * Compute the transpose of the matrix and store it in a given matrix
  67743. * @param result defines the target matrix
  67744. * @returns the current matrix
  67745. */
  67746. transposeToRef(result: Matrix): Matrix;
  67747. /**
  67748. * Sets the index-th row of the current matrix with the given 4 x float values
  67749. * @param index defines the row index
  67750. * @param x defines the x component to set
  67751. * @param y defines the y component to set
  67752. * @param z defines the z component to set
  67753. * @param w defines the w component to set
  67754. * @returns the updated current matrix
  67755. */
  67756. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  67757. /**
  67758. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  67759. * @param scale defines the scale factor
  67760. * @returns a new matrix
  67761. */
  67762. scale(scale: number): Matrix;
  67763. /**
  67764. * Scale the current matrix values by a factor to a given result matrix
  67765. * @param scale defines the scale factor
  67766. * @param result defines the matrix to store the result
  67767. * @returns the current matrix
  67768. */
  67769. scaleToRef(scale: number, result: Matrix): Matrix;
  67770. /**
  67771. * Scale the current matrix values by a factor and add the result to a given matrix
  67772. * @param scale defines the scale factor
  67773. * @param result defines the Matrix to store the result
  67774. * @returns the current matrix
  67775. */
  67776. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  67777. /**
  67778. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  67779. * @param ref matrix to store the result
  67780. */
  67781. toNormalMatrix(ref: Matrix): void;
  67782. /**
  67783. * Gets only rotation part of the current matrix
  67784. * @returns a new matrix sets to the extracted rotation matrix from the current one
  67785. */
  67786. getRotationMatrix(): Matrix;
  67787. /**
  67788. * Extracts the rotation matrix from the current one and sets it as the given "result"
  67789. * @param result defines the target matrix to store data to
  67790. * @returns the current matrix
  67791. */
  67792. getRotationMatrixToRef(result: Matrix): Matrix;
  67793. /**
  67794. * Toggles model matrix from being right handed to left handed in place and vice versa
  67795. */
  67796. toggleModelMatrixHandInPlace(): void;
  67797. /**
  67798. * Toggles projection matrix from being right handed to left handed in place and vice versa
  67799. */
  67800. toggleProjectionMatrixHandInPlace(): void;
  67801. /**
  67802. * Creates a matrix from an array
  67803. * @param array defines the source array
  67804. * @param offset defines an offset in the source array
  67805. * @returns a new Matrix set from the starting index of the given array
  67806. */
  67807. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  67808. /**
  67809. * Copy the content of an array into a given matrix
  67810. * @param array defines the source array
  67811. * @param offset defines an offset in the source array
  67812. * @param result defines the target matrix
  67813. */
  67814. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  67815. /**
  67816. * Stores an array into a matrix after having multiplied each component by a given factor
  67817. * @param array defines the source array
  67818. * @param offset defines the offset in the source array
  67819. * @param scale defines the scaling factor
  67820. * @param result defines the target matrix
  67821. */
  67822. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  67823. /**
  67824. * Gets an identity matrix that must not be updated
  67825. */
  67826. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  67827. /**
  67828. * Stores a list of values (16) inside a given matrix
  67829. * @param initialM11 defines 1st value of 1st row
  67830. * @param initialM12 defines 2nd value of 1st row
  67831. * @param initialM13 defines 3rd value of 1st row
  67832. * @param initialM14 defines 4th value of 1st row
  67833. * @param initialM21 defines 1st value of 2nd row
  67834. * @param initialM22 defines 2nd value of 2nd row
  67835. * @param initialM23 defines 3rd value of 2nd row
  67836. * @param initialM24 defines 4th value of 2nd row
  67837. * @param initialM31 defines 1st value of 3rd row
  67838. * @param initialM32 defines 2nd value of 3rd row
  67839. * @param initialM33 defines 3rd value of 3rd row
  67840. * @param initialM34 defines 4th value of 3rd row
  67841. * @param initialM41 defines 1st value of 4th row
  67842. * @param initialM42 defines 2nd value of 4th row
  67843. * @param initialM43 defines 3rd value of 4th row
  67844. * @param initialM44 defines 4th value of 4th row
  67845. * @param result defines the target matrix
  67846. */
  67847. 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;
  67848. /**
  67849. * Creates new matrix from a list of values (16)
  67850. * @param initialM11 defines 1st value of 1st row
  67851. * @param initialM12 defines 2nd value of 1st row
  67852. * @param initialM13 defines 3rd value of 1st row
  67853. * @param initialM14 defines 4th value of 1st row
  67854. * @param initialM21 defines 1st value of 2nd row
  67855. * @param initialM22 defines 2nd value of 2nd row
  67856. * @param initialM23 defines 3rd value of 2nd row
  67857. * @param initialM24 defines 4th value of 2nd row
  67858. * @param initialM31 defines 1st value of 3rd row
  67859. * @param initialM32 defines 2nd value of 3rd row
  67860. * @param initialM33 defines 3rd value of 3rd row
  67861. * @param initialM34 defines 4th value of 3rd row
  67862. * @param initialM41 defines 1st value of 4th row
  67863. * @param initialM42 defines 2nd value of 4th row
  67864. * @param initialM43 defines 3rd value of 4th row
  67865. * @param initialM44 defines 4th value of 4th row
  67866. * @returns the new matrix
  67867. */
  67868. 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;
  67869. /**
  67870. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67871. * @param scale defines the scale vector3
  67872. * @param rotation defines the rotation quaternion
  67873. * @param translation defines the translation vector3
  67874. * @returns a new matrix
  67875. */
  67876. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  67877. /**
  67878. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67879. * @param scale defines the scale vector3
  67880. * @param rotation defines the rotation quaternion
  67881. * @param translation defines the translation vector3
  67882. * @param result defines the target matrix
  67883. */
  67884. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  67885. /**
  67886. * Creates a new identity matrix
  67887. * @returns a new identity matrix
  67888. */
  67889. static Identity(): Matrix;
  67890. /**
  67891. * Creates a new identity matrix and stores the result in a given matrix
  67892. * @param result defines the target matrix
  67893. */
  67894. static IdentityToRef(result: Matrix): void;
  67895. /**
  67896. * Creates a new zero matrix
  67897. * @returns a new zero matrix
  67898. */
  67899. static Zero(): Matrix;
  67900. /**
  67901. * Creates a new rotation matrix for "angle" radians around the X axis
  67902. * @param angle defines the angle (in radians) to use
  67903. * @return the new matrix
  67904. */
  67905. static RotationX(angle: number): Matrix;
  67906. /**
  67907. * Creates a new matrix as the invert of a given matrix
  67908. * @param source defines the source matrix
  67909. * @returns the new matrix
  67910. */
  67911. static Invert(source: DeepImmutable<Matrix>): Matrix;
  67912. /**
  67913. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  67914. * @param angle defines the angle (in radians) to use
  67915. * @param result defines the target matrix
  67916. */
  67917. static RotationXToRef(angle: number, result: Matrix): void;
  67918. /**
  67919. * Creates a new rotation matrix for "angle" radians around the Y axis
  67920. * @param angle defines the angle (in radians) to use
  67921. * @return the new matrix
  67922. */
  67923. static RotationY(angle: number): Matrix;
  67924. /**
  67925. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  67926. * @param angle defines the angle (in radians) to use
  67927. * @param result defines the target matrix
  67928. */
  67929. static RotationYToRef(angle: number, result: Matrix): void;
  67930. /**
  67931. * Creates a new rotation matrix for "angle" radians around the Z axis
  67932. * @param angle defines the angle (in radians) to use
  67933. * @return the new matrix
  67934. */
  67935. static RotationZ(angle: number): Matrix;
  67936. /**
  67937. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  67938. * @param angle defines the angle (in radians) to use
  67939. * @param result defines the target matrix
  67940. */
  67941. static RotationZToRef(angle: number, result: Matrix): void;
  67942. /**
  67943. * Creates a new rotation matrix for "angle" radians around the given axis
  67944. * @param axis defines the axis to use
  67945. * @param angle defines the angle (in radians) to use
  67946. * @return the new matrix
  67947. */
  67948. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  67949. /**
  67950. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  67951. * @param axis defines the axis to use
  67952. * @param angle defines the angle (in radians) to use
  67953. * @param result defines the target matrix
  67954. */
  67955. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  67956. /**
  67957. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  67958. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  67959. * @param from defines the vector to align
  67960. * @param to defines the vector to align to
  67961. * @param result defines the target matrix
  67962. */
  67963. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  67964. /**
  67965. * Creates a rotation matrix
  67966. * @param yaw defines the yaw angle in radians (Y axis)
  67967. * @param pitch defines the pitch angle in radians (X axis)
  67968. * @param roll defines the roll angle in radians (X axis)
  67969. * @returns the new rotation matrix
  67970. */
  67971. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  67972. /**
  67973. * Creates a rotation matrix and stores it in a given matrix
  67974. * @param yaw defines the yaw angle in radians (Y axis)
  67975. * @param pitch defines the pitch angle in radians (X axis)
  67976. * @param roll defines the roll angle in radians (X axis)
  67977. * @param result defines the target matrix
  67978. */
  67979. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  67980. /**
  67981. * Creates a scaling matrix
  67982. * @param x defines the scale factor on X axis
  67983. * @param y defines the scale factor on Y axis
  67984. * @param z defines the scale factor on Z axis
  67985. * @returns the new matrix
  67986. */
  67987. static Scaling(x: number, y: number, z: number): Matrix;
  67988. /**
  67989. * Creates a scaling matrix and stores it in a given matrix
  67990. * @param x defines the scale factor on X axis
  67991. * @param y defines the scale factor on Y axis
  67992. * @param z defines the scale factor on Z axis
  67993. * @param result defines the target matrix
  67994. */
  67995. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  67996. /**
  67997. * Creates a translation matrix
  67998. * @param x defines the translation on X axis
  67999. * @param y defines the translation on Y axis
  68000. * @param z defines the translationon Z axis
  68001. * @returns the new matrix
  68002. */
  68003. static Translation(x: number, y: number, z: number): Matrix;
  68004. /**
  68005. * Creates a translation matrix and stores it in a given matrix
  68006. * @param x defines the translation on X axis
  68007. * @param y defines the translation on Y axis
  68008. * @param z defines the translationon Z axis
  68009. * @param result defines the target matrix
  68010. */
  68011. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  68012. /**
  68013. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68014. * @param startValue defines the start value
  68015. * @param endValue defines the end value
  68016. * @param gradient defines the gradient factor
  68017. * @returns the new matrix
  68018. */
  68019. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68020. /**
  68021. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68022. * @param startValue defines the start value
  68023. * @param endValue defines the end value
  68024. * @param gradient defines the gradient factor
  68025. * @param result defines the Matrix object where to store data
  68026. */
  68027. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68028. /**
  68029. * Builds a new matrix whose values are computed by:
  68030. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68031. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68032. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68033. * @param startValue defines the first matrix
  68034. * @param endValue defines the second matrix
  68035. * @param gradient defines the gradient between the two matrices
  68036. * @returns the new matrix
  68037. */
  68038. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68039. /**
  68040. * Update a matrix to values which are computed by:
  68041. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68042. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68043. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68044. * @param startValue defines the first matrix
  68045. * @param endValue defines the second matrix
  68046. * @param gradient defines the gradient between the two matrices
  68047. * @param result defines the target matrix
  68048. */
  68049. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68050. /**
  68051. * 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"
  68052. * This function works in left handed mode
  68053. * @param eye defines the final position of the entity
  68054. * @param target defines where the entity should look at
  68055. * @param up defines the up vector for the entity
  68056. * @returns the new matrix
  68057. */
  68058. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68059. /**
  68060. * 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".
  68061. * This function works in left handed mode
  68062. * @param eye defines the final position of the entity
  68063. * @param target defines where the entity should look at
  68064. * @param up defines the up vector for the entity
  68065. * @param result defines the target matrix
  68066. */
  68067. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68068. /**
  68069. * 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"
  68070. * This function works in right handed mode
  68071. * @param eye defines the final position of the entity
  68072. * @param target defines where the entity should look at
  68073. * @param up defines the up vector for the entity
  68074. * @returns the new matrix
  68075. */
  68076. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68077. /**
  68078. * 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".
  68079. * This function works in right handed mode
  68080. * @param eye defines the final position of the entity
  68081. * @param target defines where the entity should look at
  68082. * @param up defines the up vector for the entity
  68083. * @param result defines the target matrix
  68084. */
  68085. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68086. /**
  68087. * Create a left-handed orthographic projection matrix
  68088. * @param width defines the viewport width
  68089. * @param height defines the viewport height
  68090. * @param znear defines the near clip plane
  68091. * @param zfar defines the far clip plane
  68092. * @returns a new matrix as a left-handed orthographic projection matrix
  68093. */
  68094. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68095. /**
  68096. * Store a left-handed orthographic projection to a given matrix
  68097. * @param width defines the viewport width
  68098. * @param height defines the viewport height
  68099. * @param znear defines the near clip plane
  68100. * @param zfar defines the far clip plane
  68101. * @param result defines the target matrix
  68102. */
  68103. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  68104. /**
  68105. * Create a left-handed orthographic projection matrix
  68106. * @param left defines the viewport left coordinate
  68107. * @param right defines the viewport right coordinate
  68108. * @param bottom defines the viewport bottom coordinate
  68109. * @param top defines the viewport top coordinate
  68110. * @param znear defines the near clip plane
  68111. * @param zfar defines the far clip plane
  68112. * @returns a new matrix as a left-handed orthographic projection matrix
  68113. */
  68114. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68115. /**
  68116. * Stores a left-handed orthographic projection into a given matrix
  68117. * @param left defines the viewport left coordinate
  68118. * @param right defines the viewport right coordinate
  68119. * @param bottom defines the viewport bottom coordinate
  68120. * @param top defines the viewport top coordinate
  68121. * @param znear defines the near clip plane
  68122. * @param zfar defines the far clip plane
  68123. * @param result defines the target matrix
  68124. */
  68125. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68126. /**
  68127. * Creates a right-handed orthographic projection matrix
  68128. * @param left defines the viewport left coordinate
  68129. * @param right defines the viewport right coordinate
  68130. * @param bottom defines the viewport bottom coordinate
  68131. * @param top defines the viewport top coordinate
  68132. * @param znear defines the near clip plane
  68133. * @param zfar defines the far clip plane
  68134. * @returns a new matrix as a right-handed orthographic projection matrix
  68135. */
  68136. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68137. /**
  68138. * Stores a right-handed orthographic projection into a given matrix
  68139. * @param left defines the viewport left coordinate
  68140. * @param right defines the viewport right coordinate
  68141. * @param bottom defines the viewport bottom coordinate
  68142. * @param top defines the viewport top coordinate
  68143. * @param znear defines the near clip plane
  68144. * @param zfar defines the far clip plane
  68145. * @param result defines the target matrix
  68146. */
  68147. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68148. /**
  68149. * Creates a left-handed perspective projection matrix
  68150. * @param width defines the viewport width
  68151. * @param height defines the viewport height
  68152. * @param znear defines the near clip plane
  68153. * @param zfar defines the far clip plane
  68154. * @returns a new matrix as a left-handed perspective projection matrix
  68155. */
  68156. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68157. /**
  68158. * Creates a left-handed perspective projection matrix
  68159. * @param fov defines the horizontal field of view
  68160. * @param aspect defines the aspect ratio
  68161. * @param znear defines the near clip plane
  68162. * @param zfar defines the far clip plane
  68163. * @returns a new matrix as a left-handed perspective projection matrix
  68164. */
  68165. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68166. /**
  68167. * Stores a left-handed perspective projection into a given matrix
  68168. * @param fov defines the horizontal field of view
  68169. * @param aspect defines the aspect ratio
  68170. * @param znear defines the near clip plane
  68171. * @param zfar defines the far clip plane
  68172. * @param result defines the target matrix
  68173. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68174. */
  68175. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68176. /**
  68177. * Creates a right-handed perspective projection matrix
  68178. * @param fov defines the horizontal field of view
  68179. * @param aspect defines the aspect ratio
  68180. * @param znear defines the near clip plane
  68181. * @param zfar defines the far clip plane
  68182. * @returns a new matrix as a right-handed perspective projection matrix
  68183. */
  68184. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68185. /**
  68186. * Stores a right-handed perspective projection into a given matrix
  68187. * @param fov defines the horizontal field of view
  68188. * @param aspect defines the aspect ratio
  68189. * @param znear defines the near clip plane
  68190. * @param zfar defines the far clip plane
  68191. * @param result defines the target matrix
  68192. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68193. */
  68194. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68195. /**
  68196. * Stores a perspective projection for WebVR info a given matrix
  68197. * @param fov defines the field of view
  68198. * @param znear defines the near clip plane
  68199. * @param zfar defines the far clip plane
  68200. * @param result defines the target matrix
  68201. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  68202. */
  68203. static PerspectiveFovWebVRToRef(fov: {
  68204. upDegrees: number;
  68205. downDegrees: number;
  68206. leftDegrees: number;
  68207. rightDegrees: number;
  68208. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  68209. /**
  68210. * Computes a complete transformation matrix
  68211. * @param viewport defines the viewport to use
  68212. * @param world defines the world matrix
  68213. * @param view defines the view matrix
  68214. * @param projection defines the projection matrix
  68215. * @param zmin defines the near clip plane
  68216. * @param zmax defines the far clip plane
  68217. * @returns the transformation matrix
  68218. */
  68219. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  68220. /**
  68221. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  68222. * @param matrix defines the matrix to use
  68223. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  68224. */
  68225. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  68226. /**
  68227. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  68228. * @param matrix defines the matrix to use
  68229. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  68230. */
  68231. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  68232. /**
  68233. * Compute the transpose of a given matrix
  68234. * @param matrix defines the matrix to transpose
  68235. * @returns the new matrix
  68236. */
  68237. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  68238. /**
  68239. * Compute the transpose of a matrix and store it in a target matrix
  68240. * @param matrix defines the matrix to transpose
  68241. * @param result defines the target matrix
  68242. */
  68243. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  68244. /**
  68245. * Computes a reflection matrix from a plane
  68246. * @param plane defines the reflection plane
  68247. * @returns a new matrix
  68248. */
  68249. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  68250. /**
  68251. * Computes a reflection matrix from a plane
  68252. * @param plane defines the reflection plane
  68253. * @param result defines the target matrix
  68254. */
  68255. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  68256. /**
  68257. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  68258. * @param xaxis defines the value of the 1st axis
  68259. * @param yaxis defines the value of the 2nd axis
  68260. * @param zaxis defines the value of the 3rd axis
  68261. * @param result defines the target matrix
  68262. */
  68263. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  68264. /**
  68265. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  68266. * @param quat defines the quaternion to use
  68267. * @param result defines the target matrix
  68268. */
  68269. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  68270. }
  68271. /**
  68272. * @hidden
  68273. */
  68274. export class TmpVectors {
  68275. static Vector2: Vector2[];
  68276. static Vector3: Vector3[];
  68277. static Vector4: Vector4[];
  68278. static Quaternion: Quaternion[];
  68279. static Matrix: Matrix[];
  68280. }
  68281. }
  68282. declare module BABYLON {
  68283. /** Defines the cross module used constants to avoid circular dependncies */
  68284. export class Constants {
  68285. /** Defines that alpha blending is disabled */
  68286. static readonly ALPHA_DISABLE: number;
  68287. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68288. static readonly ALPHA_ADD: number;
  68289. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68290. static readonly ALPHA_COMBINE: number;
  68291. /** Defines that alpha blending to DEST - SRC * DEST */
  68292. static readonly ALPHA_SUBTRACT: number;
  68293. /** Defines that alpha blending to SRC * DEST */
  68294. static readonly ALPHA_MULTIPLY: number;
  68295. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68296. static readonly ALPHA_MAXIMIZED: number;
  68297. /** Defines that alpha blending to SRC + DEST */
  68298. static readonly ALPHA_ONEONE: number;
  68299. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68300. static readonly ALPHA_PREMULTIPLIED: number;
  68301. /**
  68302. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68303. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68304. */
  68305. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68306. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68307. static readonly ALPHA_INTERPOLATE: number;
  68308. /**
  68309. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68310. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68311. */
  68312. static readonly ALPHA_SCREENMODE: number;
  68313. /** Defines that the ressource is not delayed*/
  68314. static readonly DELAYLOADSTATE_NONE: number;
  68315. /** Defines that the ressource was successfully delay loaded */
  68316. static readonly DELAYLOADSTATE_LOADED: number;
  68317. /** Defines that the ressource is currently delay loading */
  68318. static readonly DELAYLOADSTATE_LOADING: number;
  68319. /** Defines that the ressource is delayed and has not started loading */
  68320. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68321. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68322. static readonly NEVER: number;
  68323. /** 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 */
  68324. static readonly ALWAYS: number;
  68325. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68326. static readonly LESS: number;
  68327. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68328. static readonly EQUAL: number;
  68329. /** 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 */
  68330. static readonly LEQUAL: number;
  68331. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68332. static readonly GREATER: number;
  68333. /** 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 */
  68334. static readonly GEQUAL: number;
  68335. /** 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 */
  68336. static readonly NOTEQUAL: number;
  68337. /** Passed to stencilOperation to specify that stencil value must be kept */
  68338. static readonly KEEP: number;
  68339. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68340. static readonly REPLACE: number;
  68341. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68342. static readonly INCR: number;
  68343. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68344. static readonly DECR: number;
  68345. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68346. static readonly INVERT: number;
  68347. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68348. static readonly INCR_WRAP: number;
  68349. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68350. static readonly DECR_WRAP: number;
  68351. /** Texture is not repeating outside of 0..1 UVs */
  68352. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68353. /** Texture is repeating outside of 0..1 UVs */
  68354. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68355. /** Texture is repeating and mirrored */
  68356. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68357. /** ALPHA */
  68358. static readonly TEXTUREFORMAT_ALPHA: number;
  68359. /** LUMINANCE */
  68360. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68361. /** LUMINANCE_ALPHA */
  68362. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68363. /** RGB */
  68364. static readonly TEXTUREFORMAT_RGB: number;
  68365. /** RGBA */
  68366. static readonly TEXTUREFORMAT_RGBA: number;
  68367. /** RED */
  68368. static readonly TEXTUREFORMAT_RED: number;
  68369. /** RED (2nd reference) */
  68370. static readonly TEXTUREFORMAT_R: number;
  68371. /** RG */
  68372. static readonly TEXTUREFORMAT_RG: number;
  68373. /** RED_INTEGER */
  68374. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68375. /** RED_INTEGER (2nd reference) */
  68376. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68377. /** RG_INTEGER */
  68378. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68379. /** RGB_INTEGER */
  68380. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68381. /** RGBA_INTEGER */
  68382. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68383. /** UNSIGNED_BYTE */
  68384. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68385. /** UNSIGNED_BYTE (2nd reference) */
  68386. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68387. /** FLOAT */
  68388. static readonly TEXTURETYPE_FLOAT: number;
  68389. /** HALF_FLOAT */
  68390. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68391. /** BYTE */
  68392. static readonly TEXTURETYPE_BYTE: number;
  68393. /** SHORT */
  68394. static readonly TEXTURETYPE_SHORT: number;
  68395. /** UNSIGNED_SHORT */
  68396. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68397. /** INT */
  68398. static readonly TEXTURETYPE_INT: number;
  68399. /** UNSIGNED_INT */
  68400. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68401. /** UNSIGNED_SHORT_4_4_4_4 */
  68402. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68403. /** UNSIGNED_SHORT_5_5_5_1 */
  68404. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68405. /** UNSIGNED_SHORT_5_6_5 */
  68406. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68407. /** UNSIGNED_INT_2_10_10_10_REV */
  68408. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68409. /** UNSIGNED_INT_24_8 */
  68410. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68411. /** UNSIGNED_INT_10F_11F_11F_REV */
  68412. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68413. /** UNSIGNED_INT_5_9_9_9_REV */
  68414. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68415. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68416. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68417. /** nearest is mag = nearest and min = nearest and mip = linear */
  68418. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68419. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68420. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68421. /** Trilinear is mag = linear and min = linear and mip = linear */
  68422. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68423. /** nearest is mag = nearest and min = nearest and mip = linear */
  68424. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68425. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68426. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68427. /** Trilinear is mag = linear and min = linear and mip = linear */
  68428. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68429. /** mag = nearest and min = nearest and mip = nearest */
  68430. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68431. /** mag = nearest and min = linear and mip = nearest */
  68432. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68433. /** mag = nearest and min = linear and mip = linear */
  68434. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68435. /** mag = nearest and min = linear and mip = none */
  68436. static readonly TEXTURE_NEAREST_LINEAR: number;
  68437. /** mag = nearest and min = nearest and mip = none */
  68438. static readonly TEXTURE_NEAREST_NEAREST: number;
  68439. /** mag = linear and min = nearest and mip = nearest */
  68440. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68441. /** mag = linear and min = nearest and mip = linear */
  68442. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68443. /** mag = linear and min = linear and mip = none */
  68444. static readonly TEXTURE_LINEAR_LINEAR: number;
  68445. /** mag = linear and min = nearest and mip = none */
  68446. static readonly TEXTURE_LINEAR_NEAREST: number;
  68447. /** Explicit coordinates mode */
  68448. static readonly TEXTURE_EXPLICIT_MODE: number;
  68449. /** Spherical coordinates mode */
  68450. static readonly TEXTURE_SPHERICAL_MODE: number;
  68451. /** Planar coordinates mode */
  68452. static readonly TEXTURE_PLANAR_MODE: number;
  68453. /** Cubic coordinates mode */
  68454. static readonly TEXTURE_CUBIC_MODE: number;
  68455. /** Projection coordinates mode */
  68456. static readonly TEXTURE_PROJECTION_MODE: number;
  68457. /** Skybox coordinates mode */
  68458. static readonly TEXTURE_SKYBOX_MODE: number;
  68459. /** Inverse Cubic coordinates mode */
  68460. static readonly TEXTURE_INVCUBIC_MODE: number;
  68461. /** Equirectangular coordinates mode */
  68462. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68463. /** Equirectangular Fixed coordinates mode */
  68464. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68465. /** Equirectangular Fixed Mirrored coordinates mode */
  68466. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68467. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68468. static readonly SCALEMODE_FLOOR: number;
  68469. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68470. static readonly SCALEMODE_NEAREST: number;
  68471. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68472. static readonly SCALEMODE_CEILING: number;
  68473. /**
  68474. * The dirty texture flag value
  68475. */
  68476. static readonly MATERIAL_TextureDirtyFlag: number;
  68477. /**
  68478. * The dirty light flag value
  68479. */
  68480. static readonly MATERIAL_LightDirtyFlag: number;
  68481. /**
  68482. * The dirty fresnel flag value
  68483. */
  68484. static readonly MATERIAL_FresnelDirtyFlag: number;
  68485. /**
  68486. * The dirty attribute flag value
  68487. */
  68488. static readonly MATERIAL_AttributesDirtyFlag: number;
  68489. /**
  68490. * The dirty misc flag value
  68491. */
  68492. static readonly MATERIAL_MiscDirtyFlag: number;
  68493. /**
  68494. * The all dirty flag value
  68495. */
  68496. static readonly MATERIAL_AllDirtyFlag: number;
  68497. /**
  68498. * Returns the triangle fill mode
  68499. */
  68500. static readonly MATERIAL_TriangleFillMode: number;
  68501. /**
  68502. * Returns the wireframe mode
  68503. */
  68504. static readonly MATERIAL_WireFrameFillMode: number;
  68505. /**
  68506. * Returns the point fill mode
  68507. */
  68508. static readonly MATERIAL_PointFillMode: number;
  68509. /**
  68510. * Returns the point list draw mode
  68511. */
  68512. static readonly MATERIAL_PointListDrawMode: number;
  68513. /**
  68514. * Returns the line list draw mode
  68515. */
  68516. static readonly MATERIAL_LineListDrawMode: number;
  68517. /**
  68518. * Returns the line loop draw mode
  68519. */
  68520. static readonly MATERIAL_LineLoopDrawMode: number;
  68521. /**
  68522. * Returns the line strip draw mode
  68523. */
  68524. static readonly MATERIAL_LineStripDrawMode: number;
  68525. /**
  68526. * Returns the triangle strip draw mode
  68527. */
  68528. static readonly MATERIAL_TriangleStripDrawMode: number;
  68529. /**
  68530. * Returns the triangle fan draw mode
  68531. */
  68532. static readonly MATERIAL_TriangleFanDrawMode: number;
  68533. /**
  68534. * Stores the clock-wise side orientation
  68535. */
  68536. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68537. /**
  68538. * Stores the counter clock-wise side orientation
  68539. */
  68540. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68541. /**
  68542. * Nothing
  68543. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68544. */
  68545. static readonly ACTION_NothingTrigger: number;
  68546. /**
  68547. * On pick
  68548. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68549. */
  68550. static readonly ACTION_OnPickTrigger: number;
  68551. /**
  68552. * On left pick
  68553. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68554. */
  68555. static readonly ACTION_OnLeftPickTrigger: number;
  68556. /**
  68557. * On right pick
  68558. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68559. */
  68560. static readonly ACTION_OnRightPickTrigger: number;
  68561. /**
  68562. * On center pick
  68563. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68564. */
  68565. static readonly ACTION_OnCenterPickTrigger: number;
  68566. /**
  68567. * On pick down
  68568. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68569. */
  68570. static readonly ACTION_OnPickDownTrigger: number;
  68571. /**
  68572. * On double pick
  68573. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68574. */
  68575. static readonly ACTION_OnDoublePickTrigger: number;
  68576. /**
  68577. * On pick up
  68578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68579. */
  68580. static readonly ACTION_OnPickUpTrigger: number;
  68581. /**
  68582. * On pick out.
  68583. * This trigger will only be raised if you also declared a OnPickDown
  68584. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68585. */
  68586. static readonly ACTION_OnPickOutTrigger: number;
  68587. /**
  68588. * On long press
  68589. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68590. */
  68591. static readonly ACTION_OnLongPressTrigger: number;
  68592. /**
  68593. * On pointer over
  68594. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68595. */
  68596. static readonly ACTION_OnPointerOverTrigger: number;
  68597. /**
  68598. * On pointer out
  68599. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68600. */
  68601. static readonly ACTION_OnPointerOutTrigger: number;
  68602. /**
  68603. * On every frame
  68604. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68605. */
  68606. static readonly ACTION_OnEveryFrameTrigger: number;
  68607. /**
  68608. * On intersection enter
  68609. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68610. */
  68611. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68612. /**
  68613. * On intersection exit
  68614. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68615. */
  68616. static readonly ACTION_OnIntersectionExitTrigger: number;
  68617. /**
  68618. * On key down
  68619. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68620. */
  68621. static readonly ACTION_OnKeyDownTrigger: number;
  68622. /**
  68623. * On key up
  68624. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68625. */
  68626. static readonly ACTION_OnKeyUpTrigger: number;
  68627. /**
  68628. * Billboard mode will only apply to Y axis
  68629. */
  68630. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68631. /**
  68632. * Billboard mode will apply to all axes
  68633. */
  68634. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68635. /**
  68636. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68637. */
  68638. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68639. /**
  68640. * Gets or sets base Assets URL
  68641. */
  68642. static PARTICLES_BaseAssetsUrl: string;
  68643. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68644. * Test order :
  68645. * Is the bounding sphere outside the frustum ?
  68646. * If not, are the bounding box vertices outside the frustum ?
  68647. * It not, then the cullable object is in the frustum.
  68648. */
  68649. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68650. /** Culling strategy : Bounding Sphere Only.
  68651. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68652. * It's also less accurate than the standard because some not visible objects can still be selected.
  68653. * Test : is the bounding sphere outside the frustum ?
  68654. * If not, then the cullable object is in the frustum.
  68655. */
  68656. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68657. /** Culling strategy : Optimistic Inclusion.
  68658. * This in an inclusion test first, then the standard exclusion test.
  68659. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68660. * 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.
  68661. * Anyway, it's as accurate as the standard strategy.
  68662. * Test :
  68663. * Is the cullable object bounding sphere center in the frustum ?
  68664. * If not, apply the default culling strategy.
  68665. */
  68666. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68667. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68668. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68669. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68670. * 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.
  68671. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68672. * Test :
  68673. * Is the cullable object bounding sphere center in the frustum ?
  68674. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68675. */
  68676. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68677. /**
  68678. * No logging while loading
  68679. */
  68680. static readonly SCENELOADER_NO_LOGGING: number;
  68681. /**
  68682. * Minimal logging while loading
  68683. */
  68684. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68685. /**
  68686. * Summary logging while loading
  68687. */
  68688. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68689. /**
  68690. * Detailled logging while loading
  68691. */
  68692. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68693. }
  68694. }
  68695. declare module BABYLON {
  68696. /**
  68697. * Class used to store and describe the pipeline context associated with an effect
  68698. */
  68699. export interface IPipelineContext {
  68700. /**
  68701. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68702. */
  68703. isAsync: boolean;
  68704. /**
  68705. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68706. */
  68707. isReady: boolean;
  68708. /** @hidden */
  68709. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68710. }
  68711. }
  68712. declare module BABYLON {
  68713. /** @hidden */
  68714. export interface IShaderProcessor {
  68715. attributeProcessor?: (attribute: string) => string;
  68716. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68717. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68718. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68719. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68720. lineProcessor?: (line: string, isFragment: boolean) => string;
  68721. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68722. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68723. }
  68724. }
  68725. declare module BABYLON {
  68726. /** @hidden */
  68727. export interface ProcessingOptions {
  68728. defines: string[];
  68729. indexParameters: any;
  68730. isFragment: boolean;
  68731. shouldUseHighPrecisionShader: boolean;
  68732. supportsUniformBuffers: boolean;
  68733. shadersRepository: string;
  68734. includesShadersStore: {
  68735. [key: string]: string;
  68736. };
  68737. processor?: IShaderProcessor;
  68738. version: string;
  68739. platformName: string;
  68740. lookForClosingBracketForUniformBuffer?: boolean;
  68741. }
  68742. }
  68743. declare module BABYLON {
  68744. /**
  68745. * Helper to manipulate strings
  68746. */
  68747. export class StringTools {
  68748. /**
  68749. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68750. * @param str Source string
  68751. * @param suffix Suffix to search for in the source string
  68752. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68753. */
  68754. static EndsWith(str: string, suffix: string): boolean;
  68755. /**
  68756. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68757. * @param str Source string
  68758. * @param suffix Suffix to search for in the source string
  68759. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68760. */
  68761. static StartsWith(str: string, suffix: string): boolean;
  68762. }
  68763. }
  68764. declare module BABYLON {
  68765. /** @hidden */
  68766. export class ShaderCodeNode {
  68767. line: string;
  68768. children: ShaderCodeNode[];
  68769. additionalDefineKey?: string;
  68770. additionalDefineValue?: string;
  68771. isValid(preprocessors: {
  68772. [key: string]: string;
  68773. }): boolean;
  68774. process(preprocessors: {
  68775. [key: string]: string;
  68776. }, options: ProcessingOptions): string;
  68777. }
  68778. }
  68779. declare module BABYLON {
  68780. /** @hidden */
  68781. export class ShaderCodeCursor {
  68782. private _lines;
  68783. lineIndex: number;
  68784. readonly currentLine: string;
  68785. readonly canRead: boolean;
  68786. lines: string[];
  68787. }
  68788. }
  68789. declare module BABYLON {
  68790. /** @hidden */
  68791. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68792. process(preprocessors: {
  68793. [key: string]: string;
  68794. }, options: ProcessingOptions): string;
  68795. }
  68796. }
  68797. declare module BABYLON {
  68798. /** @hidden */
  68799. export class ShaderDefineExpression {
  68800. isTrue(preprocessors: {
  68801. [key: string]: string;
  68802. }): boolean;
  68803. }
  68804. }
  68805. declare module BABYLON {
  68806. /** @hidden */
  68807. export class ShaderCodeTestNode extends ShaderCodeNode {
  68808. testExpression: ShaderDefineExpression;
  68809. isValid(preprocessors: {
  68810. [key: string]: string;
  68811. }): boolean;
  68812. }
  68813. }
  68814. declare module BABYLON {
  68815. /** @hidden */
  68816. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68817. define: string;
  68818. not: boolean;
  68819. constructor(define: string, not?: boolean);
  68820. isTrue(preprocessors: {
  68821. [key: string]: string;
  68822. }): boolean;
  68823. }
  68824. }
  68825. declare module BABYLON {
  68826. /** @hidden */
  68827. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68828. leftOperand: ShaderDefineExpression;
  68829. rightOperand: ShaderDefineExpression;
  68830. isTrue(preprocessors: {
  68831. [key: string]: string;
  68832. }): boolean;
  68833. }
  68834. }
  68835. declare module BABYLON {
  68836. /** @hidden */
  68837. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68838. leftOperand: ShaderDefineExpression;
  68839. rightOperand: ShaderDefineExpression;
  68840. isTrue(preprocessors: {
  68841. [key: string]: string;
  68842. }): boolean;
  68843. }
  68844. }
  68845. declare module BABYLON {
  68846. /** @hidden */
  68847. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68848. define: string;
  68849. operand: string;
  68850. testValue: string;
  68851. constructor(define: string, operand: string, testValue: string);
  68852. isTrue(preprocessors: {
  68853. [key: string]: string;
  68854. }): boolean;
  68855. }
  68856. }
  68857. declare module BABYLON {
  68858. /**
  68859. * @ignore
  68860. * Application error to support additional information when loading a file
  68861. */
  68862. export class LoadFileError extends Error {
  68863. /** defines the optional web request */
  68864. request?: WebRequest | undefined;
  68865. private static _setPrototypeOf;
  68866. /**
  68867. * Creates a new LoadFileError
  68868. * @param message defines the message of the error
  68869. * @param request defines the optional web request
  68870. */
  68871. constructor(message: string,
  68872. /** defines the optional web request */
  68873. request?: WebRequest | undefined);
  68874. }
  68875. }
  68876. declare module BABYLON {
  68877. /**
  68878. * Class used to enable access to offline support
  68879. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68880. */
  68881. export interface IOfflineProvider {
  68882. /**
  68883. * Gets a boolean indicating if scene must be saved in the database
  68884. */
  68885. enableSceneOffline: boolean;
  68886. /**
  68887. * Gets a boolean indicating if textures must be saved in the database
  68888. */
  68889. enableTexturesOffline: boolean;
  68890. /**
  68891. * Open the offline support and make it available
  68892. * @param successCallback defines the callback to call on success
  68893. * @param errorCallback defines the callback to call on error
  68894. */
  68895. open(successCallback: () => void, errorCallback: () => void): void;
  68896. /**
  68897. * Loads an image from the offline support
  68898. * @param url defines the url to load from
  68899. * @param image defines the target DOM image
  68900. */
  68901. loadImage(url: string, image: HTMLImageElement): void;
  68902. /**
  68903. * Loads a file from offline support
  68904. * @param url defines the URL to load from
  68905. * @param sceneLoaded defines a callback to call on success
  68906. * @param progressCallBack defines a callback to call when progress changed
  68907. * @param errorCallback defines a callback to call on error
  68908. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68909. */
  68910. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68911. }
  68912. }
  68913. declare module BABYLON {
  68914. /**
  68915. * Class used to help managing file picking and drag'n'drop
  68916. * File Storage
  68917. */
  68918. export class FilesInputStore {
  68919. /**
  68920. * List of files ready to be loaded
  68921. */
  68922. static FilesToLoad: {
  68923. [key: string]: File;
  68924. };
  68925. }
  68926. }
  68927. declare module BABYLON {
  68928. /**
  68929. * Class used to define a retry strategy when error happens while loading assets
  68930. */
  68931. export class RetryStrategy {
  68932. /**
  68933. * Function used to defines an exponential back off strategy
  68934. * @param maxRetries defines the maximum number of retries (3 by default)
  68935. * @param baseInterval defines the interval between retries
  68936. * @returns the strategy function to use
  68937. */
  68938. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68939. }
  68940. }
  68941. declare module BABYLON {
  68942. /**
  68943. * @hidden
  68944. */
  68945. export class FileTools {
  68946. /**
  68947. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68948. */
  68949. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68950. /**
  68951. * Gets or sets the base URL to use to load assets
  68952. */
  68953. static BaseUrl: string;
  68954. /**
  68955. * Default behaviour for cors in the application.
  68956. * It can be a string if the expected behavior is identical in the entire app.
  68957. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68958. */
  68959. static CorsBehavior: string | ((url: string | string[]) => string);
  68960. /**
  68961. * Gets or sets a function used to pre-process url before using them to load assets
  68962. */
  68963. static PreprocessUrl: (url: string) => string;
  68964. /**
  68965. * Removes unwanted characters from an url
  68966. * @param url defines the url to clean
  68967. * @returns the cleaned url
  68968. */
  68969. private static _CleanUrl;
  68970. /**
  68971. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68972. * @param url define the url we are trying
  68973. * @param element define the dom element where to configure the cors policy
  68974. */
  68975. static SetCorsBehavior(url: string | string[], element: {
  68976. crossOrigin: string | null;
  68977. }): void;
  68978. /**
  68979. * Loads an image as an HTMLImageElement.
  68980. * @param input url string, ArrayBuffer, or Blob to load
  68981. * @param onLoad callback called when the image successfully loads
  68982. * @param onError callback called when the image fails to load
  68983. * @param offlineProvider offline provider for caching
  68984. * @returns the HTMLImageElement of the loaded image
  68985. */
  68986. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  68987. /**
  68988. * Loads a file
  68989. * @param fileToLoad defines the file to load
  68990. * @param callback defines the callback to call when data is loaded
  68991. * @param progressCallBack defines the callback to call during loading process
  68992. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68993. * @returns a file request object
  68994. */
  68995. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  68996. /**
  68997. * Loads a file
  68998. * @param url url string, ArrayBuffer, or Blob to load
  68999. * @param onSuccess callback called when the file successfully loads
  69000. * @param onProgress callback called while file is loading (if the server supports this mode)
  69001. * @param offlineProvider defines the offline provider for caching
  69002. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69003. * @param onError callback called when the file fails to load
  69004. * @returns a file request object
  69005. */
  69006. 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;
  69007. /**
  69008. * Checks if the loaded document was accessed via `file:`-Protocol.
  69009. * @returns boolean
  69010. */
  69011. static IsFileURL(): boolean;
  69012. }
  69013. }
  69014. declare module BABYLON {
  69015. /** @hidden */
  69016. export class ShaderProcessor {
  69017. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69018. private static _ProcessPrecision;
  69019. private static _ExtractOperation;
  69020. private static _BuildSubExpression;
  69021. private static _BuildExpression;
  69022. private static _MoveCursorWithinIf;
  69023. private static _MoveCursor;
  69024. private static _EvaluatePreProcessors;
  69025. private static _PreparePreProcessors;
  69026. private static _ProcessShaderConversion;
  69027. private static _ProcessIncludes;
  69028. }
  69029. }
  69030. declare module BABYLON {
  69031. /**
  69032. * Class used to hold a RBG color
  69033. */
  69034. export class Color3 {
  69035. /**
  69036. * Defines the red component (between 0 and 1, default is 0)
  69037. */
  69038. r: number;
  69039. /**
  69040. * Defines the green component (between 0 and 1, default is 0)
  69041. */
  69042. g: number;
  69043. /**
  69044. * Defines the blue component (between 0 and 1, default is 0)
  69045. */
  69046. b: number;
  69047. /**
  69048. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  69049. * @param r defines the red component (between 0 and 1, default is 0)
  69050. * @param g defines the green component (between 0 and 1, default is 0)
  69051. * @param b defines the blue component (between 0 and 1, default is 0)
  69052. */
  69053. constructor(
  69054. /**
  69055. * Defines the red component (between 0 and 1, default is 0)
  69056. */
  69057. r?: number,
  69058. /**
  69059. * Defines the green component (between 0 and 1, default is 0)
  69060. */
  69061. g?: number,
  69062. /**
  69063. * Defines the blue component (between 0 and 1, default is 0)
  69064. */
  69065. b?: number);
  69066. /**
  69067. * Creates a string with the Color3 current values
  69068. * @returns the string representation of the Color3 object
  69069. */
  69070. toString(): string;
  69071. /**
  69072. * Returns the string "Color3"
  69073. * @returns "Color3"
  69074. */
  69075. getClassName(): string;
  69076. /**
  69077. * Compute the Color3 hash code
  69078. * @returns an unique number that can be used to hash Color3 objects
  69079. */
  69080. getHashCode(): number;
  69081. /**
  69082. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  69083. * @param array defines the array where to store the r,g,b components
  69084. * @param index defines an optional index in the target array to define where to start storing values
  69085. * @returns the current Color3 object
  69086. */
  69087. toArray(array: FloatArray, index?: number): Color3;
  69088. /**
  69089. * Returns a new Color4 object from the current Color3 and the given alpha
  69090. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  69091. * @returns a new Color4 object
  69092. */
  69093. toColor4(alpha?: number): Color4;
  69094. /**
  69095. * Returns a new array populated with 3 numeric elements : red, green and blue values
  69096. * @returns the new array
  69097. */
  69098. asArray(): number[];
  69099. /**
  69100. * Returns the luminance value
  69101. * @returns a float value
  69102. */
  69103. toLuminance(): number;
  69104. /**
  69105. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  69106. * @param otherColor defines the second operand
  69107. * @returns the new Color3 object
  69108. */
  69109. multiply(otherColor: DeepImmutable<Color3>): Color3;
  69110. /**
  69111. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  69112. * @param otherColor defines the second operand
  69113. * @param result defines the Color3 object where to store the result
  69114. * @returns the current Color3
  69115. */
  69116. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69117. /**
  69118. * Determines equality between Color3 objects
  69119. * @param otherColor defines the second operand
  69120. * @returns true if the rgb values are equal to the given ones
  69121. */
  69122. equals(otherColor: DeepImmutable<Color3>): boolean;
  69123. /**
  69124. * Determines equality between the current Color3 object and a set of r,b,g values
  69125. * @param r defines the red component to check
  69126. * @param g defines the green component to check
  69127. * @param b defines the blue component to check
  69128. * @returns true if the rgb values are equal to the given ones
  69129. */
  69130. equalsFloats(r: number, g: number, b: number): boolean;
  69131. /**
  69132. * Multiplies in place each rgb value by scale
  69133. * @param scale defines the scaling factor
  69134. * @returns the updated Color3
  69135. */
  69136. scale(scale: number): Color3;
  69137. /**
  69138. * Multiplies the rgb values by scale and stores the result into "result"
  69139. * @param scale defines the scaling factor
  69140. * @param result defines the Color3 object where to store the result
  69141. * @returns the unmodified current Color3
  69142. */
  69143. scaleToRef(scale: number, result: Color3): Color3;
  69144. /**
  69145. * Scale the current Color3 values by a factor and add the result to a given Color3
  69146. * @param scale defines the scale factor
  69147. * @param result defines color to store the result into
  69148. * @returns the unmodified current Color3
  69149. */
  69150. scaleAndAddToRef(scale: number, result: Color3): Color3;
  69151. /**
  69152. * Clamps the rgb values by the min and max values and stores the result into "result"
  69153. * @param min defines minimum clamping value (default is 0)
  69154. * @param max defines maximum clamping value (default is 1)
  69155. * @param result defines color to store the result into
  69156. * @returns the original Color3
  69157. */
  69158. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  69159. /**
  69160. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  69161. * @param otherColor defines the second operand
  69162. * @returns the new Color3
  69163. */
  69164. add(otherColor: DeepImmutable<Color3>): Color3;
  69165. /**
  69166. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  69167. * @param otherColor defines the second operand
  69168. * @param result defines Color3 object to store the result into
  69169. * @returns the unmodified current Color3
  69170. */
  69171. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69172. /**
  69173. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  69174. * @param otherColor defines the second operand
  69175. * @returns the new Color3
  69176. */
  69177. subtract(otherColor: DeepImmutable<Color3>): Color3;
  69178. /**
  69179. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  69180. * @param otherColor defines the second operand
  69181. * @param result defines Color3 object to store the result into
  69182. * @returns the unmodified current Color3
  69183. */
  69184. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69185. /**
  69186. * Copy the current object
  69187. * @returns a new Color3 copied the current one
  69188. */
  69189. clone(): Color3;
  69190. /**
  69191. * Copies the rgb values from the source in the current Color3
  69192. * @param source defines the source Color3 object
  69193. * @returns the updated Color3 object
  69194. */
  69195. copyFrom(source: DeepImmutable<Color3>): Color3;
  69196. /**
  69197. * Updates the Color3 rgb values from the given floats
  69198. * @param r defines the red component to read from
  69199. * @param g defines the green component to read from
  69200. * @param b defines the blue component to read from
  69201. * @returns the current Color3 object
  69202. */
  69203. copyFromFloats(r: number, g: number, b: number): Color3;
  69204. /**
  69205. * Updates the Color3 rgb values from the given floats
  69206. * @param r defines the red component to read from
  69207. * @param g defines the green component to read from
  69208. * @param b defines the blue component to read from
  69209. * @returns the current Color3 object
  69210. */
  69211. set(r: number, g: number, b: number): Color3;
  69212. /**
  69213. * Compute the Color3 hexadecimal code as a string
  69214. * @returns a string containing the hexadecimal representation of the Color3 object
  69215. */
  69216. toHexString(): string;
  69217. /**
  69218. * Computes a new Color3 converted from the current one to linear space
  69219. * @returns a new Color3 object
  69220. */
  69221. toLinearSpace(): Color3;
  69222. /**
  69223. * Converts current color in rgb space to HSV values
  69224. * @returns a new color3 representing the HSV values
  69225. */
  69226. toHSV(): Color3;
  69227. /**
  69228. * Converts current color in rgb space to HSV values
  69229. * @param result defines the Color3 where to store the HSV values
  69230. */
  69231. toHSVToRef(result: Color3): void;
  69232. /**
  69233. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  69234. * @param convertedColor defines the Color3 object where to store the linear space version
  69235. * @returns the unmodified Color3
  69236. */
  69237. toLinearSpaceToRef(convertedColor: Color3): Color3;
  69238. /**
  69239. * Computes a new Color3 converted from the current one to gamma space
  69240. * @returns a new Color3 object
  69241. */
  69242. toGammaSpace(): Color3;
  69243. /**
  69244. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  69245. * @param convertedColor defines the Color3 object where to store the gamma space version
  69246. * @returns the unmodified Color3
  69247. */
  69248. toGammaSpaceToRef(convertedColor: Color3): Color3;
  69249. private static _BlackReadOnly;
  69250. /**
  69251. * Convert Hue, saturation and value to a Color3 (RGB)
  69252. * @param hue defines the hue
  69253. * @param saturation defines the saturation
  69254. * @param value defines the value
  69255. * @param result defines the Color3 where to store the RGB values
  69256. */
  69257. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  69258. /**
  69259. * Creates a new Color3 from the string containing valid hexadecimal values
  69260. * @param hex defines a string containing valid hexadecimal values
  69261. * @returns a new Color3 object
  69262. */
  69263. static FromHexString(hex: string): Color3;
  69264. /**
  69265. * Creates a new Color3 from the starting index of the given array
  69266. * @param array defines the source array
  69267. * @param offset defines an offset in the source array
  69268. * @returns a new Color3 object
  69269. */
  69270. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  69271. /**
  69272. * Creates a new Color3 from integer values (< 256)
  69273. * @param r defines the red component to read from (value between 0 and 255)
  69274. * @param g defines the green component to read from (value between 0 and 255)
  69275. * @param b defines the blue component to read from (value between 0 and 255)
  69276. * @returns a new Color3 object
  69277. */
  69278. static FromInts(r: number, g: number, b: number): Color3;
  69279. /**
  69280. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69281. * @param start defines the start Color3 value
  69282. * @param end defines the end Color3 value
  69283. * @param amount defines the gradient value between start and end
  69284. * @returns a new Color3 object
  69285. */
  69286. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  69287. /**
  69288. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69289. * @param left defines the start value
  69290. * @param right defines the end value
  69291. * @param amount defines the gradient factor
  69292. * @param result defines the Color3 object where to store the result
  69293. */
  69294. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  69295. /**
  69296. * Returns a Color3 value containing a red color
  69297. * @returns a new Color3 object
  69298. */
  69299. static Red(): Color3;
  69300. /**
  69301. * Returns a Color3 value containing a green color
  69302. * @returns a new Color3 object
  69303. */
  69304. static Green(): Color3;
  69305. /**
  69306. * Returns a Color3 value containing a blue color
  69307. * @returns a new Color3 object
  69308. */
  69309. static Blue(): Color3;
  69310. /**
  69311. * Returns a Color3 value containing a black color
  69312. * @returns a new Color3 object
  69313. */
  69314. static Black(): Color3;
  69315. /**
  69316. * Gets a Color3 value containing a black color that must not be updated
  69317. */
  69318. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69319. /**
  69320. * Returns a Color3 value containing a white color
  69321. * @returns a new Color3 object
  69322. */
  69323. static White(): Color3;
  69324. /**
  69325. * Returns a Color3 value containing a purple color
  69326. * @returns a new Color3 object
  69327. */
  69328. static Purple(): Color3;
  69329. /**
  69330. * Returns a Color3 value containing a magenta color
  69331. * @returns a new Color3 object
  69332. */
  69333. static Magenta(): Color3;
  69334. /**
  69335. * Returns a Color3 value containing a yellow color
  69336. * @returns a new Color3 object
  69337. */
  69338. static Yellow(): Color3;
  69339. /**
  69340. * Returns a Color3 value containing a gray color
  69341. * @returns a new Color3 object
  69342. */
  69343. static Gray(): Color3;
  69344. /**
  69345. * Returns a Color3 value containing a teal color
  69346. * @returns a new Color3 object
  69347. */
  69348. static Teal(): Color3;
  69349. /**
  69350. * Returns a Color3 value containing a random color
  69351. * @returns a new Color3 object
  69352. */
  69353. static Random(): Color3;
  69354. }
  69355. /**
  69356. * Class used to hold a RBGA color
  69357. */
  69358. export class Color4 {
  69359. /**
  69360. * Defines the red component (between 0 and 1, default is 0)
  69361. */
  69362. r: number;
  69363. /**
  69364. * Defines the green component (between 0 and 1, default is 0)
  69365. */
  69366. g: number;
  69367. /**
  69368. * Defines the blue component (between 0 and 1, default is 0)
  69369. */
  69370. b: number;
  69371. /**
  69372. * Defines the alpha component (between 0 and 1, default is 1)
  69373. */
  69374. a: number;
  69375. /**
  69376. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69377. * @param r defines the red component (between 0 and 1, default is 0)
  69378. * @param g defines the green component (between 0 and 1, default is 0)
  69379. * @param b defines the blue component (between 0 and 1, default is 0)
  69380. * @param a defines the alpha component (between 0 and 1, default is 1)
  69381. */
  69382. constructor(
  69383. /**
  69384. * Defines the red component (between 0 and 1, default is 0)
  69385. */
  69386. r?: number,
  69387. /**
  69388. * Defines the green component (between 0 and 1, default is 0)
  69389. */
  69390. g?: number,
  69391. /**
  69392. * Defines the blue component (between 0 and 1, default is 0)
  69393. */
  69394. b?: number,
  69395. /**
  69396. * Defines the alpha component (between 0 and 1, default is 1)
  69397. */
  69398. a?: number);
  69399. /**
  69400. * Adds in place the given Color4 values to the current Color4 object
  69401. * @param right defines the second operand
  69402. * @returns the current updated Color4 object
  69403. */
  69404. addInPlace(right: DeepImmutable<Color4>): Color4;
  69405. /**
  69406. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69407. * @returns the new array
  69408. */
  69409. asArray(): number[];
  69410. /**
  69411. * Stores from the starting index in the given array the Color4 successive values
  69412. * @param array defines the array where to store the r,g,b components
  69413. * @param index defines an optional index in the target array to define where to start storing values
  69414. * @returns the current Color4 object
  69415. */
  69416. toArray(array: number[], index?: number): Color4;
  69417. /**
  69418. * Determines equality between Color4 objects
  69419. * @param otherColor defines the second operand
  69420. * @returns true if the rgba values are equal to the given ones
  69421. */
  69422. equals(otherColor: DeepImmutable<Color4>): boolean;
  69423. /**
  69424. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  69425. * @param right defines the second operand
  69426. * @returns a new Color4 object
  69427. */
  69428. add(right: DeepImmutable<Color4>): Color4;
  69429. /**
  69430. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  69431. * @param right defines the second operand
  69432. * @returns a new Color4 object
  69433. */
  69434. subtract(right: DeepImmutable<Color4>): Color4;
  69435. /**
  69436. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  69437. * @param right defines the second operand
  69438. * @param result defines the Color4 object where to store the result
  69439. * @returns the current Color4 object
  69440. */
  69441. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  69442. /**
  69443. * Creates a new Color4 with the current Color4 values multiplied by scale
  69444. * @param scale defines the scaling factor to apply
  69445. * @returns a new Color4 object
  69446. */
  69447. scale(scale: number): Color4;
  69448. /**
  69449. * Multiplies the current Color4 values by scale and stores the result in "result"
  69450. * @param scale defines the scaling factor to apply
  69451. * @param result defines the Color4 object where to store the result
  69452. * @returns the current unmodified Color4
  69453. */
  69454. scaleToRef(scale: number, result: Color4): Color4;
  69455. /**
  69456. * Scale the current Color4 values by a factor and add the result to a given Color4
  69457. * @param scale defines the scale factor
  69458. * @param result defines the Color4 object where to store the result
  69459. * @returns the unmodified current Color4
  69460. */
  69461. scaleAndAddToRef(scale: number, result: Color4): Color4;
  69462. /**
  69463. * Clamps the rgb values by the min and max values and stores the result into "result"
  69464. * @param min defines minimum clamping value (default is 0)
  69465. * @param max defines maximum clamping value (default is 1)
  69466. * @param result defines color to store the result into.
  69467. * @returns the cuurent Color4
  69468. */
  69469. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  69470. /**
  69471. * Multipy an Color4 value by another and return a new Color4 object
  69472. * @param color defines the Color4 value to multiply by
  69473. * @returns a new Color4 object
  69474. */
  69475. multiply(color: Color4): Color4;
  69476. /**
  69477. * Multipy a Color4 value by another and push the result in a reference value
  69478. * @param color defines the Color4 value to multiply by
  69479. * @param result defines the Color4 to fill the result in
  69480. * @returns the result Color4
  69481. */
  69482. multiplyToRef(color: Color4, result: Color4): Color4;
  69483. /**
  69484. * Creates a string with the Color4 current values
  69485. * @returns the string representation of the Color4 object
  69486. */
  69487. toString(): string;
  69488. /**
  69489. * Returns the string "Color4"
  69490. * @returns "Color4"
  69491. */
  69492. getClassName(): string;
  69493. /**
  69494. * Compute the Color4 hash code
  69495. * @returns an unique number that can be used to hash Color4 objects
  69496. */
  69497. getHashCode(): number;
  69498. /**
  69499. * Creates a new Color4 copied from the current one
  69500. * @returns a new Color4 object
  69501. */
  69502. clone(): Color4;
  69503. /**
  69504. * Copies the given Color4 values into the current one
  69505. * @param source defines the source Color4 object
  69506. * @returns the current updated Color4 object
  69507. */
  69508. copyFrom(source: Color4): Color4;
  69509. /**
  69510. * Copies the given float values into the current one
  69511. * @param r defines the red component to read from
  69512. * @param g defines the green component to read from
  69513. * @param b defines the blue component to read from
  69514. * @param a defines the alpha component to read from
  69515. * @returns the current updated Color4 object
  69516. */
  69517. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69518. /**
  69519. * Copies the given float values into the current one
  69520. * @param r defines the red component to read from
  69521. * @param g defines the green component to read from
  69522. * @param b defines the blue component to read from
  69523. * @param a defines the alpha component to read from
  69524. * @returns the current updated Color4 object
  69525. */
  69526. set(r: number, g: number, b: number, a: number): Color4;
  69527. /**
  69528. * Compute the Color4 hexadecimal code as a string
  69529. * @returns a string containing the hexadecimal representation of the Color4 object
  69530. */
  69531. toHexString(): string;
  69532. /**
  69533. * Computes a new Color4 converted from the current one to linear space
  69534. * @returns a new Color4 object
  69535. */
  69536. toLinearSpace(): Color4;
  69537. /**
  69538. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  69539. * @param convertedColor defines the Color4 object where to store the linear space version
  69540. * @returns the unmodified Color4
  69541. */
  69542. toLinearSpaceToRef(convertedColor: Color4): Color4;
  69543. /**
  69544. * Computes a new Color4 converted from the current one to gamma space
  69545. * @returns a new Color4 object
  69546. */
  69547. toGammaSpace(): Color4;
  69548. /**
  69549. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  69550. * @param convertedColor defines the Color4 object where to store the gamma space version
  69551. * @returns the unmodified Color4
  69552. */
  69553. toGammaSpaceToRef(convertedColor: Color4): Color4;
  69554. /**
  69555. * Creates a new Color4 from the string containing valid hexadecimal values
  69556. * @param hex defines a string containing valid hexadecimal values
  69557. * @returns a new Color4 object
  69558. */
  69559. static FromHexString(hex: string): Color4;
  69560. /**
  69561. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69562. * @param left defines the start value
  69563. * @param right defines the end value
  69564. * @param amount defines the gradient factor
  69565. * @returns a new Color4 object
  69566. */
  69567. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  69568. /**
  69569. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69570. * @param left defines the start value
  69571. * @param right defines the end value
  69572. * @param amount defines the gradient factor
  69573. * @param result defines the Color4 object where to store data
  69574. */
  69575. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  69576. /**
  69577. * Creates a new Color4 from a Color3 and an alpha value
  69578. * @param color3 defines the source Color3 to read from
  69579. * @param alpha defines the alpha component (1.0 by default)
  69580. * @returns a new Color4 object
  69581. */
  69582. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69583. /**
  69584. * Creates a new Color4 from the starting index element of the given array
  69585. * @param array defines the source array to read from
  69586. * @param offset defines the offset in the source array
  69587. * @returns a new Color4 object
  69588. */
  69589. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69590. /**
  69591. * Creates a new Color3 from integer values (< 256)
  69592. * @param r defines the red component to read from (value between 0 and 255)
  69593. * @param g defines the green component to read from (value between 0 and 255)
  69594. * @param b defines the blue component to read from (value between 0 and 255)
  69595. * @param a defines the alpha component to read from (value between 0 and 255)
  69596. * @returns a new Color3 object
  69597. */
  69598. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69599. /**
  69600. * Check the content of a given array and convert it to an array containing RGBA data
  69601. * If the original array was already containing count * 4 values then it is returned directly
  69602. * @param colors defines the array to check
  69603. * @param count defines the number of RGBA data to expect
  69604. * @returns an array containing count * 4 values (RGBA)
  69605. */
  69606. static CheckColors4(colors: number[], count: number): number[];
  69607. }
  69608. /**
  69609. * @hidden
  69610. */
  69611. export class TmpColors {
  69612. static Color3: Color3[];
  69613. static Color4: Color4[];
  69614. }
  69615. }
  69616. declare module BABYLON {
  69617. /**
  69618. * Class representing spherical harmonics coefficients to the 3rd degree
  69619. */
  69620. export class SphericalHarmonics {
  69621. /**
  69622. * Defines whether or not the harmonics have been prescaled for rendering.
  69623. */
  69624. preScaled: boolean;
  69625. /**
  69626. * The l0,0 coefficients of the spherical harmonics
  69627. */
  69628. l00: Vector3;
  69629. /**
  69630. * The l1,-1 coefficients of the spherical harmonics
  69631. */
  69632. l1_1: Vector3;
  69633. /**
  69634. * The l1,0 coefficients of the spherical harmonics
  69635. */
  69636. l10: Vector3;
  69637. /**
  69638. * The l1,1 coefficients of the spherical harmonics
  69639. */
  69640. l11: Vector3;
  69641. /**
  69642. * The l2,-2 coefficients of the spherical harmonics
  69643. */
  69644. l2_2: Vector3;
  69645. /**
  69646. * The l2,-1 coefficients of the spherical harmonics
  69647. */
  69648. l2_1: Vector3;
  69649. /**
  69650. * The l2,0 coefficients of the spherical harmonics
  69651. */
  69652. l20: Vector3;
  69653. /**
  69654. * The l2,1 coefficients of the spherical harmonics
  69655. */
  69656. l21: Vector3;
  69657. /**
  69658. * The l2,2 coefficients of the spherical harmonics
  69659. */
  69660. l22: Vector3;
  69661. /**
  69662. * Adds a light to the spherical harmonics
  69663. * @param direction the direction of the light
  69664. * @param color the color of the light
  69665. * @param deltaSolidAngle the delta solid angle of the light
  69666. */
  69667. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69668. /**
  69669. * Scales the spherical harmonics by the given amount
  69670. * @param scale the amount to scale
  69671. */
  69672. scaleInPlace(scale: number): void;
  69673. /**
  69674. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69675. *
  69676. * ```
  69677. * E_lm = A_l * L_lm
  69678. * ```
  69679. *
  69680. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69681. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69682. * the scaling factors are given in equation 9.
  69683. */
  69684. convertIncidentRadianceToIrradiance(): void;
  69685. /**
  69686. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69687. *
  69688. * ```
  69689. * L = (1/pi) * E * rho
  69690. * ```
  69691. *
  69692. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  69693. */
  69694. convertIrradianceToLambertianRadiance(): void;
  69695. /**
  69696. * Integrates the reconstruction coefficients directly in to the SH preventing further
  69697. * required operations at run time.
  69698. *
  69699. * This is simply done by scaling back the SH with Ylm constants parameter.
  69700. * The trigonometric part being applied by the shader at run time.
  69701. */
  69702. preScaleForRendering(): void;
  69703. /**
  69704. * Constructs a spherical harmonics from an array.
  69705. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  69706. * @returns the spherical harmonics
  69707. */
  69708. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  69709. /**
  69710. * Gets the spherical harmonics from polynomial
  69711. * @param polynomial the spherical polynomial
  69712. * @returns the spherical harmonics
  69713. */
  69714. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  69715. }
  69716. /**
  69717. * Class representing spherical polynomial coefficients to the 3rd degree
  69718. */
  69719. export class SphericalPolynomial {
  69720. private _harmonics;
  69721. /**
  69722. * The spherical harmonics used to create the polynomials.
  69723. */
  69724. readonly preScaledHarmonics: SphericalHarmonics;
  69725. /**
  69726. * The x coefficients of the spherical polynomial
  69727. */
  69728. x: Vector3;
  69729. /**
  69730. * The y coefficients of the spherical polynomial
  69731. */
  69732. y: Vector3;
  69733. /**
  69734. * The z coefficients of the spherical polynomial
  69735. */
  69736. z: Vector3;
  69737. /**
  69738. * The xx coefficients of the spherical polynomial
  69739. */
  69740. xx: Vector3;
  69741. /**
  69742. * The yy coefficients of the spherical polynomial
  69743. */
  69744. yy: Vector3;
  69745. /**
  69746. * The zz coefficients of the spherical polynomial
  69747. */
  69748. zz: Vector3;
  69749. /**
  69750. * The xy coefficients of the spherical polynomial
  69751. */
  69752. xy: Vector3;
  69753. /**
  69754. * The yz coefficients of the spherical polynomial
  69755. */
  69756. yz: Vector3;
  69757. /**
  69758. * The zx coefficients of the spherical polynomial
  69759. */
  69760. zx: Vector3;
  69761. /**
  69762. * Adds an ambient color to the spherical polynomial
  69763. * @param color the color to add
  69764. */
  69765. addAmbient(color: Color3): void;
  69766. /**
  69767. * Scales the spherical polynomial by the given amount
  69768. * @param scale the amount to scale
  69769. */
  69770. scaleInPlace(scale: number): void;
  69771. /**
  69772. * Gets the spherical polynomial from harmonics
  69773. * @param harmonics the spherical harmonics
  69774. * @returns the spherical polynomial
  69775. */
  69776. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  69777. /**
  69778. * Constructs a spherical polynomial from an array.
  69779. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  69780. * @returns the spherical polynomial
  69781. */
  69782. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  69783. }
  69784. }
  69785. declare module BABYLON {
  69786. /**
  69787. * Define options used to create a render target texture
  69788. */
  69789. export class RenderTargetCreationOptions {
  69790. /**
  69791. * Specifies is mipmaps must be generated
  69792. */
  69793. generateMipMaps?: boolean;
  69794. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69795. generateDepthBuffer?: boolean;
  69796. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69797. generateStencilBuffer?: boolean;
  69798. /** Defines texture type (int by default) */
  69799. type?: number;
  69800. /** Defines sampling mode (trilinear by default) */
  69801. samplingMode?: number;
  69802. /** Defines format (RGBA by default) */
  69803. format?: number;
  69804. }
  69805. }
  69806. declare module BABYLON {
  69807. /**
  69808. * @hidden
  69809. **/
  69810. export class _AlphaState {
  69811. private _isAlphaBlendDirty;
  69812. private _isBlendFunctionParametersDirty;
  69813. private _isBlendEquationParametersDirty;
  69814. private _isBlendConstantsDirty;
  69815. private _alphaBlend;
  69816. private _blendFunctionParameters;
  69817. private _blendEquationParameters;
  69818. private _blendConstants;
  69819. /**
  69820. * Initializes the state.
  69821. */
  69822. constructor();
  69823. readonly isDirty: boolean;
  69824. alphaBlend: boolean;
  69825. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  69826. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  69827. setAlphaEquationParameters(rgb: number, alpha: number): void;
  69828. reset(): void;
  69829. apply(gl: WebGLRenderingContext): void;
  69830. }
  69831. }
  69832. declare module BABYLON {
  69833. /**
  69834. * @hidden
  69835. **/
  69836. export class _DepthCullingState {
  69837. private _isDepthTestDirty;
  69838. private _isDepthMaskDirty;
  69839. private _isDepthFuncDirty;
  69840. private _isCullFaceDirty;
  69841. private _isCullDirty;
  69842. private _isZOffsetDirty;
  69843. private _isFrontFaceDirty;
  69844. private _depthTest;
  69845. private _depthMask;
  69846. private _depthFunc;
  69847. private _cull;
  69848. private _cullFace;
  69849. private _zOffset;
  69850. private _frontFace;
  69851. /**
  69852. * Initializes the state.
  69853. */
  69854. constructor();
  69855. readonly isDirty: boolean;
  69856. zOffset: number;
  69857. cullFace: Nullable<number>;
  69858. cull: Nullable<boolean>;
  69859. depthFunc: Nullable<number>;
  69860. depthMask: boolean;
  69861. depthTest: boolean;
  69862. frontFace: Nullable<number>;
  69863. reset(): void;
  69864. apply(gl: WebGLRenderingContext): void;
  69865. }
  69866. }
  69867. declare module BABYLON {
  69868. /**
  69869. * @hidden
  69870. **/
  69871. export class _StencilState {
  69872. /** 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 */
  69873. static readonly ALWAYS: number;
  69874. /** Passed to stencilOperation to specify that stencil value must be kept */
  69875. static readonly KEEP: number;
  69876. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69877. static readonly REPLACE: number;
  69878. private _isStencilTestDirty;
  69879. private _isStencilMaskDirty;
  69880. private _isStencilFuncDirty;
  69881. private _isStencilOpDirty;
  69882. private _stencilTest;
  69883. private _stencilMask;
  69884. private _stencilFunc;
  69885. private _stencilFuncRef;
  69886. private _stencilFuncMask;
  69887. private _stencilOpStencilFail;
  69888. private _stencilOpDepthFail;
  69889. private _stencilOpStencilDepthPass;
  69890. readonly isDirty: boolean;
  69891. stencilFunc: number;
  69892. stencilFuncRef: number;
  69893. stencilFuncMask: number;
  69894. stencilOpStencilFail: number;
  69895. stencilOpDepthFail: number;
  69896. stencilOpStencilDepthPass: number;
  69897. stencilMask: number;
  69898. stencilTest: boolean;
  69899. constructor();
  69900. reset(): void;
  69901. apply(gl: WebGLRenderingContext): void;
  69902. }
  69903. }
  69904. declare module BABYLON {
  69905. /**
  69906. * @hidden
  69907. **/
  69908. export class _TimeToken {
  69909. _startTimeQuery: Nullable<WebGLQuery>;
  69910. _endTimeQuery: Nullable<WebGLQuery>;
  69911. _timeElapsedQuery: Nullable<WebGLQuery>;
  69912. _timeElapsedQueryEnded: boolean;
  69913. }
  69914. }
  69915. declare module BABYLON {
  69916. /**
  69917. * Class used to evalaute queries containing `and` and `or` operators
  69918. */
  69919. export class AndOrNotEvaluator {
  69920. /**
  69921. * Evaluate a query
  69922. * @param query defines the query to evaluate
  69923. * @param evaluateCallback defines the callback used to filter result
  69924. * @returns true if the query matches
  69925. */
  69926. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69927. private static _HandleParenthesisContent;
  69928. private static _SimplifyNegation;
  69929. }
  69930. }
  69931. declare module BABYLON {
  69932. /**
  69933. * Class used to store custom tags
  69934. */
  69935. export class Tags {
  69936. /**
  69937. * Adds support for tags on the given object
  69938. * @param obj defines the object to use
  69939. */
  69940. static EnableFor(obj: any): void;
  69941. /**
  69942. * Removes tags support
  69943. * @param obj defines the object to use
  69944. */
  69945. static DisableFor(obj: any): void;
  69946. /**
  69947. * Gets a boolean indicating if the given object has tags
  69948. * @param obj defines the object to use
  69949. * @returns a boolean
  69950. */
  69951. static HasTags(obj: any): boolean;
  69952. /**
  69953. * Gets the tags available on a given object
  69954. * @param obj defines the object to use
  69955. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69956. * @returns the tags
  69957. */
  69958. static GetTags(obj: any, asString?: boolean): any;
  69959. /**
  69960. * Adds tags to an object
  69961. * @param obj defines the object to use
  69962. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69963. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69964. */
  69965. static AddTagsTo(obj: any, tagsString: string): void;
  69966. /**
  69967. * @hidden
  69968. */
  69969. static _AddTagTo(obj: any, tag: string): void;
  69970. /**
  69971. * Removes specific tags from a specific object
  69972. * @param obj defines the object to use
  69973. * @param tagsString defines the tags to remove
  69974. */
  69975. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69976. /**
  69977. * @hidden
  69978. */
  69979. static _RemoveTagFrom(obj: any, tag: string): void;
  69980. /**
  69981. * Defines if tags hosted on an object match a given query
  69982. * @param obj defines the object to use
  69983. * @param tagsQuery defines the tag query
  69984. * @returns a boolean
  69985. */
  69986. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69987. }
  69988. }
  69989. declare module BABYLON {
  69990. /**
  69991. * Defines potential orientation for back face culling
  69992. */
  69993. export enum Orientation {
  69994. /**
  69995. * Clockwise
  69996. */
  69997. CW = 0,
  69998. /** Counter clockwise */
  69999. CCW = 1
  70000. }
  70001. /** Class used to represent a Bezier curve */
  70002. export class BezierCurve {
  70003. /**
  70004. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  70005. * @param t defines the time
  70006. * @param x1 defines the left coordinate on X axis
  70007. * @param y1 defines the left coordinate on Y axis
  70008. * @param x2 defines the right coordinate on X axis
  70009. * @param y2 defines the right coordinate on Y axis
  70010. * @returns the interpolated value
  70011. */
  70012. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  70013. }
  70014. /**
  70015. * Defines angle representation
  70016. */
  70017. export class Angle {
  70018. private _radians;
  70019. /**
  70020. * Creates an Angle object of "radians" radians (float).
  70021. * @param radians the angle in radians
  70022. */
  70023. constructor(radians: number);
  70024. /**
  70025. * Get value in degrees
  70026. * @returns the Angle value in degrees (float)
  70027. */
  70028. degrees(): number;
  70029. /**
  70030. * Get value in radians
  70031. * @returns the Angle value in radians (float)
  70032. */
  70033. radians(): number;
  70034. /**
  70035. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  70036. * @param a defines first vector
  70037. * @param b defines second vector
  70038. * @returns a new Angle
  70039. */
  70040. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  70041. /**
  70042. * Gets a new Angle object from the given float in radians
  70043. * @param radians defines the angle value in radians
  70044. * @returns a new Angle
  70045. */
  70046. static FromRadians(radians: number): Angle;
  70047. /**
  70048. * Gets a new Angle object from the given float in degrees
  70049. * @param degrees defines the angle value in degrees
  70050. * @returns a new Angle
  70051. */
  70052. static FromDegrees(degrees: number): Angle;
  70053. }
  70054. /**
  70055. * This represents an arc in a 2d space.
  70056. */
  70057. export class Arc2 {
  70058. /** Defines the start point of the arc */
  70059. startPoint: Vector2;
  70060. /** Defines the mid point of the arc */
  70061. midPoint: Vector2;
  70062. /** Defines the end point of the arc */
  70063. endPoint: Vector2;
  70064. /**
  70065. * Defines the center point of the arc.
  70066. */
  70067. centerPoint: Vector2;
  70068. /**
  70069. * Defines the radius of the arc.
  70070. */
  70071. radius: number;
  70072. /**
  70073. * Defines the angle of the arc (from mid point to end point).
  70074. */
  70075. angle: Angle;
  70076. /**
  70077. * Defines the start angle of the arc (from start point to middle point).
  70078. */
  70079. startAngle: Angle;
  70080. /**
  70081. * Defines the orientation of the arc (clock wise/counter clock wise).
  70082. */
  70083. orientation: Orientation;
  70084. /**
  70085. * Creates an Arc object from the three given points : start, middle and end.
  70086. * @param startPoint Defines the start point of the arc
  70087. * @param midPoint Defines the midlle point of the arc
  70088. * @param endPoint Defines the end point of the arc
  70089. */
  70090. constructor(
  70091. /** Defines the start point of the arc */
  70092. startPoint: Vector2,
  70093. /** Defines the mid point of the arc */
  70094. midPoint: Vector2,
  70095. /** Defines the end point of the arc */
  70096. endPoint: Vector2);
  70097. }
  70098. /**
  70099. * Represents a 2D path made up of multiple 2D points
  70100. */
  70101. export class Path2 {
  70102. private _points;
  70103. private _length;
  70104. /**
  70105. * If the path start and end point are the same
  70106. */
  70107. closed: boolean;
  70108. /**
  70109. * Creates a Path2 object from the starting 2D coordinates x and y.
  70110. * @param x the starting points x value
  70111. * @param y the starting points y value
  70112. */
  70113. constructor(x: number, y: number);
  70114. /**
  70115. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  70116. * @param x the added points x value
  70117. * @param y the added points y value
  70118. * @returns the updated Path2.
  70119. */
  70120. addLineTo(x: number, y: number): Path2;
  70121. /**
  70122. * 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.
  70123. * @param midX middle point x value
  70124. * @param midY middle point y value
  70125. * @param endX end point x value
  70126. * @param endY end point y value
  70127. * @param numberOfSegments (default: 36)
  70128. * @returns the updated Path2.
  70129. */
  70130. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  70131. /**
  70132. * Closes the Path2.
  70133. * @returns the Path2.
  70134. */
  70135. close(): Path2;
  70136. /**
  70137. * Gets the sum of the distance between each sequential point in the path
  70138. * @returns the Path2 total length (float).
  70139. */
  70140. length(): number;
  70141. /**
  70142. * Gets the points which construct the path
  70143. * @returns the Path2 internal array of points.
  70144. */
  70145. getPoints(): Vector2[];
  70146. /**
  70147. * Retreives the point at the distance aways from the starting point
  70148. * @param normalizedLengthPosition the length along the path to retreive the point from
  70149. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  70150. */
  70151. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  70152. /**
  70153. * Creates a new path starting from an x and y position
  70154. * @param x starting x value
  70155. * @param y starting y value
  70156. * @returns a new Path2 starting at the coordinates (x, y).
  70157. */
  70158. static StartingAt(x: number, y: number): Path2;
  70159. }
  70160. /**
  70161. * Represents a 3D path made up of multiple 3D points
  70162. */
  70163. export class Path3D {
  70164. /**
  70165. * an array of Vector3, the curve axis of the Path3D
  70166. */
  70167. path: Vector3[];
  70168. private _curve;
  70169. private _distances;
  70170. private _tangents;
  70171. private _normals;
  70172. private _binormals;
  70173. private _raw;
  70174. /**
  70175. * new Path3D(path, normal, raw)
  70176. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  70177. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  70178. * @param path an array of Vector3, the curve axis of the Path3D
  70179. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  70180. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  70181. */
  70182. constructor(
  70183. /**
  70184. * an array of Vector3, the curve axis of the Path3D
  70185. */
  70186. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  70187. /**
  70188. * Returns the Path3D array of successive Vector3 designing its curve.
  70189. * @returns the Path3D array of successive Vector3 designing its curve.
  70190. */
  70191. getCurve(): Vector3[];
  70192. /**
  70193. * Returns an array populated with tangent vectors on each Path3D curve point.
  70194. * @returns an array populated with tangent vectors on each Path3D curve point.
  70195. */
  70196. getTangents(): Vector3[];
  70197. /**
  70198. * Returns an array populated with normal vectors on each Path3D curve point.
  70199. * @returns an array populated with normal vectors on each Path3D curve point.
  70200. */
  70201. getNormals(): Vector3[];
  70202. /**
  70203. * Returns an array populated with binormal vectors on each Path3D curve point.
  70204. * @returns an array populated with binormal vectors on each Path3D curve point.
  70205. */
  70206. getBinormals(): Vector3[];
  70207. /**
  70208. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  70209. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  70210. */
  70211. getDistances(): number[];
  70212. /**
  70213. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  70214. * @param path path which all values are copied into the curves points
  70215. * @param firstNormal which should be projected onto the curve
  70216. * @returns the same object updated.
  70217. */
  70218. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  70219. private _compute;
  70220. private _getFirstNonNullVector;
  70221. private _getLastNonNullVector;
  70222. private _normalVector;
  70223. }
  70224. /**
  70225. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70226. * A Curve3 is designed from a series of successive Vector3.
  70227. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  70228. */
  70229. export class Curve3 {
  70230. private _points;
  70231. private _length;
  70232. /**
  70233. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  70234. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  70235. * @param v1 (Vector3) the control point
  70236. * @param v2 (Vector3) the end point of the Quadratic Bezier
  70237. * @param nbPoints (integer) the wanted number of points in the curve
  70238. * @returns the created Curve3
  70239. */
  70240. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70241. /**
  70242. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  70243. * @param v0 (Vector3) the origin point of the Cubic Bezier
  70244. * @param v1 (Vector3) the first control point
  70245. * @param v2 (Vector3) the second control point
  70246. * @param v3 (Vector3) the end point of the Cubic Bezier
  70247. * @param nbPoints (integer) the wanted number of points in the curve
  70248. * @returns the created Curve3
  70249. */
  70250. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70251. /**
  70252. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  70253. * @param p1 (Vector3) the origin point of the Hermite Spline
  70254. * @param t1 (Vector3) the tangent vector at the origin point
  70255. * @param p2 (Vector3) the end point of the Hermite Spline
  70256. * @param t2 (Vector3) the tangent vector at the end point
  70257. * @param nbPoints (integer) the wanted number of points in the curve
  70258. * @returns the created Curve3
  70259. */
  70260. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70261. /**
  70262. * Returns a Curve3 object along a CatmullRom Spline curve :
  70263. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  70264. * @param nbPoints (integer) the wanted number of points between each curve control points
  70265. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  70266. * @returns the created Curve3
  70267. */
  70268. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  70269. /**
  70270. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70271. * A Curve3 is designed from a series of successive Vector3.
  70272. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  70273. * @param points points which make up the curve
  70274. */
  70275. constructor(points: Vector3[]);
  70276. /**
  70277. * @returns the Curve3 stored array of successive Vector3
  70278. */
  70279. getPoints(): Vector3[];
  70280. /**
  70281. * @returns the computed length (float) of the curve.
  70282. */
  70283. length(): number;
  70284. /**
  70285. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  70286. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  70287. * curveA and curveB keep unchanged.
  70288. * @param curve the curve to continue from this curve
  70289. * @returns the newly constructed curve
  70290. */
  70291. continue(curve: DeepImmutable<Curve3>): Curve3;
  70292. private _computeLength;
  70293. }
  70294. }
  70295. declare module BABYLON {
  70296. /**
  70297. * This represents the main contract an easing function should follow.
  70298. * Easing functions are used throughout the animation system.
  70299. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70300. */
  70301. export interface IEasingFunction {
  70302. /**
  70303. * Given an input gradient between 0 and 1, this returns the corrseponding value
  70304. * of the easing function.
  70305. * The link below provides some of the most common examples of easing functions.
  70306. * @see https://easings.net/
  70307. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70308. * @returns the corresponding value on the curve defined by the easing function
  70309. */
  70310. ease(gradient: number): number;
  70311. }
  70312. /**
  70313. * Base class used for every default easing function.
  70314. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70315. */
  70316. export class EasingFunction implements IEasingFunction {
  70317. /**
  70318. * Interpolation follows the mathematical formula associated with the easing function.
  70319. */
  70320. static readonly EASINGMODE_EASEIN: number;
  70321. /**
  70322. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70323. */
  70324. static readonly EASINGMODE_EASEOUT: number;
  70325. /**
  70326. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70327. */
  70328. static readonly EASINGMODE_EASEINOUT: number;
  70329. private _easingMode;
  70330. /**
  70331. * Sets the easing mode of the current function.
  70332. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70333. */
  70334. setEasingMode(easingMode: number): void;
  70335. /**
  70336. * Gets the current easing mode.
  70337. * @returns the easing mode
  70338. */
  70339. getEasingMode(): number;
  70340. /**
  70341. * @hidden
  70342. */
  70343. easeInCore(gradient: number): number;
  70344. /**
  70345. * Given an input gradient between 0 and 1, this returns the corresponding value
  70346. * of the easing function.
  70347. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70348. * @returns the corresponding value on the curve defined by the easing function
  70349. */
  70350. ease(gradient: number): number;
  70351. }
  70352. /**
  70353. * Easing function with a circle shape (see link below).
  70354. * @see https://easings.net/#easeInCirc
  70355. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70356. */
  70357. export class CircleEase extends EasingFunction implements IEasingFunction {
  70358. /** @hidden */
  70359. easeInCore(gradient: number): number;
  70360. }
  70361. /**
  70362. * Easing function with a ease back shape (see link below).
  70363. * @see https://easings.net/#easeInBack
  70364. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70365. */
  70366. export class BackEase extends EasingFunction implements IEasingFunction {
  70367. /** Defines the amplitude of the function */
  70368. amplitude: number;
  70369. /**
  70370. * Instantiates a back ease easing
  70371. * @see https://easings.net/#easeInBack
  70372. * @param amplitude Defines the amplitude of the function
  70373. */
  70374. constructor(
  70375. /** Defines the amplitude of the function */
  70376. amplitude?: number);
  70377. /** @hidden */
  70378. easeInCore(gradient: number): number;
  70379. }
  70380. /**
  70381. * Easing function with a bouncing shape (see link below).
  70382. * @see https://easings.net/#easeInBounce
  70383. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70384. */
  70385. export class BounceEase extends EasingFunction implements IEasingFunction {
  70386. /** Defines the number of bounces */
  70387. bounces: number;
  70388. /** Defines the amplitude of the bounce */
  70389. bounciness: number;
  70390. /**
  70391. * Instantiates a bounce easing
  70392. * @see https://easings.net/#easeInBounce
  70393. * @param bounces Defines the number of bounces
  70394. * @param bounciness Defines the amplitude of the bounce
  70395. */
  70396. constructor(
  70397. /** Defines the number of bounces */
  70398. bounces?: number,
  70399. /** Defines the amplitude of the bounce */
  70400. bounciness?: number);
  70401. /** @hidden */
  70402. easeInCore(gradient: number): number;
  70403. }
  70404. /**
  70405. * Easing function with a power of 3 shape (see link below).
  70406. * @see https://easings.net/#easeInCubic
  70407. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70408. */
  70409. export class CubicEase extends EasingFunction implements IEasingFunction {
  70410. /** @hidden */
  70411. easeInCore(gradient: number): number;
  70412. }
  70413. /**
  70414. * Easing function with an elastic shape (see link below).
  70415. * @see https://easings.net/#easeInElastic
  70416. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70417. */
  70418. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70419. /** Defines the number of oscillations*/
  70420. oscillations: number;
  70421. /** Defines the amplitude of the oscillations*/
  70422. springiness: number;
  70423. /**
  70424. * Instantiates an elastic easing function
  70425. * @see https://easings.net/#easeInElastic
  70426. * @param oscillations Defines the number of oscillations
  70427. * @param springiness Defines the amplitude of the oscillations
  70428. */
  70429. constructor(
  70430. /** Defines the number of oscillations*/
  70431. oscillations?: number,
  70432. /** Defines the amplitude of the oscillations*/
  70433. springiness?: number);
  70434. /** @hidden */
  70435. easeInCore(gradient: number): number;
  70436. }
  70437. /**
  70438. * Easing function with an exponential shape (see link below).
  70439. * @see https://easings.net/#easeInExpo
  70440. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70441. */
  70442. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  70443. /** Defines the exponent of the function */
  70444. exponent: number;
  70445. /**
  70446. * Instantiates an exponential easing function
  70447. * @see https://easings.net/#easeInExpo
  70448. * @param exponent Defines the exponent of the function
  70449. */
  70450. constructor(
  70451. /** Defines the exponent of the function */
  70452. exponent?: number);
  70453. /** @hidden */
  70454. easeInCore(gradient: number): number;
  70455. }
  70456. /**
  70457. * Easing function with a power shape (see link below).
  70458. * @see https://easings.net/#easeInQuad
  70459. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70460. */
  70461. export class PowerEase extends EasingFunction implements IEasingFunction {
  70462. /** Defines the power of the function */
  70463. power: number;
  70464. /**
  70465. * Instantiates an power base easing function
  70466. * @see https://easings.net/#easeInQuad
  70467. * @param power Defines the power of the function
  70468. */
  70469. constructor(
  70470. /** Defines the power of the function */
  70471. power?: number);
  70472. /** @hidden */
  70473. easeInCore(gradient: number): number;
  70474. }
  70475. /**
  70476. * Easing function with a power of 2 shape (see link below).
  70477. * @see https://easings.net/#easeInQuad
  70478. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70479. */
  70480. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70481. /** @hidden */
  70482. easeInCore(gradient: number): number;
  70483. }
  70484. /**
  70485. * Easing function with a power of 4 shape (see link below).
  70486. * @see https://easings.net/#easeInQuart
  70487. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70488. */
  70489. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70490. /** @hidden */
  70491. easeInCore(gradient: number): number;
  70492. }
  70493. /**
  70494. * Easing function with a power of 5 shape (see link below).
  70495. * @see https://easings.net/#easeInQuint
  70496. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70497. */
  70498. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70499. /** @hidden */
  70500. easeInCore(gradient: number): number;
  70501. }
  70502. /**
  70503. * Easing function with a sin shape (see link below).
  70504. * @see https://easings.net/#easeInSine
  70505. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70506. */
  70507. export class SineEase extends EasingFunction implements IEasingFunction {
  70508. /** @hidden */
  70509. easeInCore(gradient: number): number;
  70510. }
  70511. /**
  70512. * Easing function with a bezier shape (see link below).
  70513. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70514. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70515. */
  70516. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70517. /** Defines the x component of the start tangent in the bezier curve */
  70518. x1: number;
  70519. /** Defines the y component of the start tangent in the bezier curve */
  70520. y1: number;
  70521. /** Defines the x component of the end tangent in the bezier curve */
  70522. x2: number;
  70523. /** Defines the y component of the end tangent in the bezier curve */
  70524. y2: number;
  70525. /**
  70526. * Instantiates a bezier function
  70527. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70528. * @param x1 Defines the x component of the start tangent in the bezier curve
  70529. * @param y1 Defines the y component of the start tangent in the bezier curve
  70530. * @param x2 Defines the x component of the end tangent in the bezier curve
  70531. * @param y2 Defines the y component of the end tangent in the bezier curve
  70532. */
  70533. constructor(
  70534. /** Defines the x component of the start tangent in the bezier curve */
  70535. x1?: number,
  70536. /** Defines the y component of the start tangent in the bezier curve */
  70537. y1?: number,
  70538. /** Defines the x component of the end tangent in the bezier curve */
  70539. x2?: number,
  70540. /** Defines the y component of the end tangent in the bezier curve */
  70541. y2?: number);
  70542. /** @hidden */
  70543. easeInCore(gradient: number): number;
  70544. }
  70545. }
  70546. declare module BABYLON {
  70547. /**
  70548. * Defines an interface which represents an animation key frame
  70549. */
  70550. export interface IAnimationKey {
  70551. /**
  70552. * Frame of the key frame
  70553. */
  70554. frame: number;
  70555. /**
  70556. * Value at the specifies key frame
  70557. */
  70558. value: any;
  70559. /**
  70560. * The input tangent for the cubic hermite spline
  70561. */
  70562. inTangent?: any;
  70563. /**
  70564. * The output tangent for the cubic hermite spline
  70565. */
  70566. outTangent?: any;
  70567. /**
  70568. * The animation interpolation type
  70569. */
  70570. interpolation?: AnimationKeyInterpolation;
  70571. }
  70572. /**
  70573. * Enum for the animation key frame interpolation type
  70574. */
  70575. export enum AnimationKeyInterpolation {
  70576. /**
  70577. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  70578. */
  70579. STEP = 1
  70580. }
  70581. }
  70582. declare module BABYLON {
  70583. /**
  70584. * Represents the range of an animation
  70585. */
  70586. export class AnimationRange {
  70587. /**The name of the animation range**/
  70588. name: string;
  70589. /**The starting frame of the animation */
  70590. from: number;
  70591. /**The ending frame of the animation*/
  70592. to: number;
  70593. /**
  70594. * Initializes the range of an animation
  70595. * @param name The name of the animation range
  70596. * @param from The starting frame of the animation
  70597. * @param to The ending frame of the animation
  70598. */
  70599. constructor(
  70600. /**The name of the animation range**/
  70601. name: string,
  70602. /**The starting frame of the animation */
  70603. from: number,
  70604. /**The ending frame of the animation*/
  70605. to: number);
  70606. /**
  70607. * Makes a copy of the animation range
  70608. * @returns A copy of the animation range
  70609. */
  70610. clone(): AnimationRange;
  70611. }
  70612. }
  70613. declare module BABYLON {
  70614. /**
  70615. * Composed of a frame, and an action function
  70616. */
  70617. export class AnimationEvent {
  70618. /** The frame for which the event is triggered **/
  70619. frame: number;
  70620. /** The event to perform when triggered **/
  70621. action: (currentFrame: number) => void;
  70622. /** Specifies if the event should be triggered only once**/
  70623. onlyOnce?: boolean | undefined;
  70624. /**
  70625. * Specifies if the animation event is done
  70626. */
  70627. isDone: boolean;
  70628. /**
  70629. * Initializes the animation event
  70630. * @param frame The frame for which the event is triggered
  70631. * @param action The event to perform when triggered
  70632. * @param onlyOnce Specifies if the event should be triggered only once
  70633. */
  70634. constructor(
  70635. /** The frame for which the event is triggered **/
  70636. frame: number,
  70637. /** The event to perform when triggered **/
  70638. action: (currentFrame: number) => void,
  70639. /** Specifies if the event should be triggered only once**/
  70640. onlyOnce?: boolean | undefined);
  70641. /** @hidden */
  70642. _clone(): AnimationEvent;
  70643. }
  70644. }
  70645. declare module BABYLON {
  70646. /**
  70647. * Interface used to define a behavior
  70648. */
  70649. export interface Behavior<T> {
  70650. /** gets or sets behavior's name */
  70651. name: string;
  70652. /**
  70653. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70654. */
  70655. init(): void;
  70656. /**
  70657. * Called when the behavior is attached to a target
  70658. * @param target defines the target where the behavior is attached to
  70659. */
  70660. attach(target: T): void;
  70661. /**
  70662. * Called when the behavior is detached from its target
  70663. */
  70664. detach(): void;
  70665. }
  70666. /**
  70667. * Interface implemented by classes supporting behaviors
  70668. */
  70669. export interface IBehaviorAware<T> {
  70670. /**
  70671. * Attach a behavior
  70672. * @param behavior defines the behavior to attach
  70673. * @returns the current host
  70674. */
  70675. addBehavior(behavior: Behavior<T>): T;
  70676. /**
  70677. * Remove a behavior from the current object
  70678. * @param behavior defines the behavior to detach
  70679. * @returns the current host
  70680. */
  70681. removeBehavior(behavior: Behavior<T>): T;
  70682. /**
  70683. * Gets a behavior using its name to search
  70684. * @param name defines the name to search
  70685. * @returns the behavior or null if not found
  70686. */
  70687. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70688. }
  70689. }
  70690. declare module BABYLON {
  70691. /**
  70692. * Defines an array and its length.
  70693. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  70694. */
  70695. export interface ISmartArrayLike<T> {
  70696. /**
  70697. * The data of the array.
  70698. */
  70699. data: Array<T>;
  70700. /**
  70701. * The active length of the array.
  70702. */
  70703. length: number;
  70704. }
  70705. /**
  70706. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70707. */
  70708. export class SmartArray<T> implements ISmartArrayLike<T> {
  70709. /**
  70710. * The full set of data from the array.
  70711. */
  70712. data: Array<T>;
  70713. /**
  70714. * The active length of the array.
  70715. */
  70716. length: number;
  70717. protected _id: number;
  70718. /**
  70719. * Instantiates a Smart Array.
  70720. * @param capacity defines the default capacity of the array.
  70721. */
  70722. constructor(capacity: number);
  70723. /**
  70724. * Pushes a value at the end of the active data.
  70725. * @param value defines the object to push in the array.
  70726. */
  70727. push(value: T): void;
  70728. /**
  70729. * Iterates over the active data and apply the lambda to them.
  70730. * @param func defines the action to apply on each value.
  70731. */
  70732. forEach(func: (content: T) => void): void;
  70733. /**
  70734. * Sorts the full sets of data.
  70735. * @param compareFn defines the comparison function to apply.
  70736. */
  70737. sort(compareFn: (a: T, b: T) => number): void;
  70738. /**
  70739. * Resets the active data to an empty array.
  70740. */
  70741. reset(): void;
  70742. /**
  70743. * Releases all the data from the array as well as the array.
  70744. */
  70745. dispose(): void;
  70746. /**
  70747. * Concats the active data with a given array.
  70748. * @param array defines the data to concatenate with.
  70749. */
  70750. concat(array: any): void;
  70751. /**
  70752. * Returns the position of a value in the active data.
  70753. * @param value defines the value to find the index for
  70754. * @returns the index if found in the active data otherwise -1
  70755. */
  70756. indexOf(value: T): number;
  70757. /**
  70758. * Returns whether an element is part of the active data.
  70759. * @param value defines the value to look for
  70760. * @returns true if found in the active data otherwise false
  70761. */
  70762. contains(value: T): boolean;
  70763. private static _GlobalId;
  70764. }
  70765. /**
  70766. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70767. * The data in this array can only be present once
  70768. */
  70769. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  70770. private _duplicateId;
  70771. /**
  70772. * Pushes a value at the end of the active data.
  70773. * THIS DOES NOT PREVENT DUPPLICATE DATA
  70774. * @param value defines the object to push in the array.
  70775. */
  70776. push(value: T): void;
  70777. /**
  70778. * Pushes a value at the end of the active data.
  70779. * If the data is already present, it won t be added again
  70780. * @param value defines the object to push in the array.
  70781. * @returns true if added false if it was already present
  70782. */
  70783. pushNoDuplicate(value: T): boolean;
  70784. /**
  70785. * Resets the active data to an empty array.
  70786. */
  70787. reset(): void;
  70788. /**
  70789. * Concats the active data with a given array.
  70790. * This ensures no dupplicate will be present in the result.
  70791. * @param array defines the data to concatenate with.
  70792. */
  70793. concatWithNoDuplicate(array: any): void;
  70794. }
  70795. }
  70796. declare module BABYLON {
  70797. /**
  70798. * @ignore
  70799. * This is a list of all the different input types that are available in the application.
  70800. * Fo instance: ArcRotateCameraGamepadInput...
  70801. */
  70802. export var CameraInputTypes: {};
  70803. /**
  70804. * This is the contract to implement in order to create a new input class.
  70805. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  70806. */
  70807. export interface ICameraInput<TCamera extends Camera> {
  70808. /**
  70809. * Defines the camera the input is attached to.
  70810. */
  70811. camera: Nullable<TCamera>;
  70812. /**
  70813. * Gets the class name of the current intput.
  70814. * @returns the class name
  70815. */
  70816. getClassName(): string;
  70817. /**
  70818. * Get the friendly name associated with the input class.
  70819. * @returns the input friendly name
  70820. */
  70821. getSimpleName(): string;
  70822. /**
  70823. * Attach the input controls to a specific dom element to get the input from.
  70824. * @param element Defines the element the controls should be listened from
  70825. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70826. */
  70827. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  70828. /**
  70829. * Detach the current controls from the specified dom element.
  70830. * @param element Defines the element to stop listening the inputs from
  70831. */
  70832. detachControl(element: Nullable<HTMLElement>): void;
  70833. /**
  70834. * Update the current camera state depending on the inputs that have been used this frame.
  70835. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70836. */
  70837. checkInputs?: () => void;
  70838. }
  70839. /**
  70840. * Represents a map of input types to input instance or input index to input instance.
  70841. */
  70842. export interface CameraInputsMap<TCamera extends Camera> {
  70843. /**
  70844. * Accessor to the input by input type.
  70845. */
  70846. [name: string]: ICameraInput<TCamera>;
  70847. /**
  70848. * Accessor to the input by input index.
  70849. */
  70850. [idx: number]: ICameraInput<TCamera>;
  70851. }
  70852. /**
  70853. * This represents the input manager used within a camera.
  70854. * It helps dealing with all the different kind of input attached to a camera.
  70855. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70856. */
  70857. export class CameraInputsManager<TCamera extends Camera> {
  70858. /**
  70859. * Defines the list of inputs attahed to the camera.
  70860. */
  70861. attached: CameraInputsMap<TCamera>;
  70862. /**
  70863. * Defines the dom element the camera is collecting inputs from.
  70864. * This is null if the controls have not been attached.
  70865. */
  70866. attachedElement: Nullable<HTMLElement>;
  70867. /**
  70868. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70869. */
  70870. noPreventDefault: boolean;
  70871. /**
  70872. * Defined the camera the input manager belongs to.
  70873. */
  70874. camera: TCamera;
  70875. /**
  70876. * Update the current camera state depending on the inputs that have been used this frame.
  70877. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70878. */
  70879. checkInputs: () => void;
  70880. /**
  70881. * Instantiate a new Camera Input Manager.
  70882. * @param camera Defines the camera the input manager blongs to
  70883. */
  70884. constructor(camera: TCamera);
  70885. /**
  70886. * Add an input method to a camera
  70887. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70888. * @param input camera input method
  70889. */
  70890. add(input: ICameraInput<TCamera>): void;
  70891. /**
  70892. * Remove a specific input method from a camera
  70893. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  70894. * @param inputToRemove camera input method
  70895. */
  70896. remove(inputToRemove: ICameraInput<TCamera>): void;
  70897. /**
  70898. * Remove a specific input type from a camera
  70899. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  70900. * @param inputType the type of the input to remove
  70901. */
  70902. removeByType(inputType: string): void;
  70903. private _addCheckInputs;
  70904. /**
  70905. * Attach the input controls to the currently attached dom element to listen the events from.
  70906. * @param input Defines the input to attach
  70907. */
  70908. attachInput(input: ICameraInput<TCamera>): void;
  70909. /**
  70910. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  70911. * @param element Defines the dom element to collect the events from
  70912. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70913. */
  70914. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  70915. /**
  70916. * Detach the current manager inputs controls from a specific dom element.
  70917. * @param element Defines the dom element to collect the events from
  70918. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  70919. */
  70920. detachElement(element: HTMLElement, disconnect?: boolean): void;
  70921. /**
  70922. * Rebuild the dynamic inputCheck function from the current list of
  70923. * defined inputs in the manager.
  70924. */
  70925. rebuildInputCheck(): void;
  70926. /**
  70927. * Remove all attached input methods from a camera
  70928. */
  70929. clear(): void;
  70930. /**
  70931. * Serialize the current input manager attached to a camera.
  70932. * This ensures than once parsed,
  70933. * the input associated to the camera will be identical to the current ones
  70934. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  70935. */
  70936. serialize(serializedCamera: any): void;
  70937. /**
  70938. * Parses an input manager serialized JSON to restore the previous list of inputs
  70939. * and states associated to a camera.
  70940. * @param parsedCamera Defines the JSON to parse
  70941. */
  70942. parse(parsedCamera: any): void;
  70943. }
  70944. }
  70945. declare module BABYLON {
  70946. /**
  70947. * @hidden
  70948. */
  70949. export class IntersectionInfo {
  70950. bu: Nullable<number>;
  70951. bv: Nullable<number>;
  70952. distance: number;
  70953. faceId: number;
  70954. subMeshId: number;
  70955. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  70956. }
  70957. }
  70958. declare module BABYLON {
  70959. /**
  70960. * Represens a plane by the equation ax + by + cz + d = 0
  70961. */
  70962. export class Plane {
  70963. private static _TmpMatrix;
  70964. /**
  70965. * Normal of the plane (a,b,c)
  70966. */
  70967. normal: Vector3;
  70968. /**
  70969. * d component of the plane
  70970. */
  70971. d: number;
  70972. /**
  70973. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  70974. * @param a a component of the plane
  70975. * @param b b component of the plane
  70976. * @param c c component of the plane
  70977. * @param d d component of the plane
  70978. */
  70979. constructor(a: number, b: number, c: number, d: number);
  70980. /**
  70981. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  70982. */
  70983. asArray(): number[];
  70984. /**
  70985. * @returns a new plane copied from the current Plane.
  70986. */
  70987. clone(): Plane;
  70988. /**
  70989. * @returns the string "Plane".
  70990. */
  70991. getClassName(): string;
  70992. /**
  70993. * @returns the Plane hash code.
  70994. */
  70995. getHashCode(): number;
  70996. /**
  70997. * Normalize the current Plane in place.
  70998. * @returns the updated Plane.
  70999. */
  71000. normalize(): Plane;
  71001. /**
  71002. * Applies a transformation the plane and returns the result
  71003. * @param transformation the transformation matrix to be applied to the plane
  71004. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  71005. */
  71006. transform(transformation: DeepImmutable<Matrix>): Plane;
  71007. /**
  71008. * Calcualtte the dot product between the point and the plane normal
  71009. * @param point point to calculate the dot product with
  71010. * @returns the dot product (float) of the point coordinates and the plane normal.
  71011. */
  71012. dotCoordinate(point: DeepImmutable<Vector3>): number;
  71013. /**
  71014. * Updates the current Plane from the plane defined by the three given points.
  71015. * @param point1 one of the points used to contruct the plane
  71016. * @param point2 one of the points used to contruct the plane
  71017. * @param point3 one of the points used to contruct the plane
  71018. * @returns the updated Plane.
  71019. */
  71020. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71021. /**
  71022. * Checks if the plane is facing a given direction
  71023. * @param direction the direction to check if the plane is facing
  71024. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  71025. * @returns True is the vector "direction" is the same side than the plane normal.
  71026. */
  71027. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  71028. /**
  71029. * Calculates the distance to a point
  71030. * @param point point to calculate distance to
  71031. * @returns the signed distance (float) from the given point to the Plane.
  71032. */
  71033. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  71034. /**
  71035. * Creates a plane from an array
  71036. * @param array the array to create a plane from
  71037. * @returns a new Plane from the given array.
  71038. */
  71039. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  71040. /**
  71041. * Creates a plane from three points
  71042. * @param point1 point used to create the plane
  71043. * @param point2 point used to create the plane
  71044. * @param point3 point used to create the plane
  71045. * @returns a new Plane defined by the three given points.
  71046. */
  71047. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71048. /**
  71049. * Creates a plane from an origin point and a normal
  71050. * @param origin origin of the plane to be constructed
  71051. * @param normal normal of the plane to be constructed
  71052. * @returns a new Plane the normal vector to this plane at the given origin point.
  71053. * Note : the vector "normal" is updated because normalized.
  71054. */
  71055. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  71056. /**
  71057. * Calculates the distance from a plane and a point
  71058. * @param origin origin of the plane to be constructed
  71059. * @param normal normal of the plane to be constructed
  71060. * @param point point to calculate distance to
  71061. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  71062. */
  71063. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  71064. }
  71065. }
  71066. declare module BABYLON {
  71067. /**
  71068. * Class used to store bounding sphere information
  71069. */
  71070. export class BoundingSphere {
  71071. /**
  71072. * Gets the center of the bounding sphere in local space
  71073. */
  71074. readonly center: Vector3;
  71075. /**
  71076. * Radius of the bounding sphere in local space
  71077. */
  71078. radius: number;
  71079. /**
  71080. * Gets the center of the bounding sphere in world space
  71081. */
  71082. readonly centerWorld: Vector3;
  71083. /**
  71084. * Radius of the bounding sphere in world space
  71085. */
  71086. radiusWorld: number;
  71087. /**
  71088. * Gets the minimum vector in local space
  71089. */
  71090. readonly minimum: Vector3;
  71091. /**
  71092. * Gets the maximum vector in local space
  71093. */
  71094. readonly maximum: Vector3;
  71095. private _worldMatrix;
  71096. private static readonly TmpVector3;
  71097. /**
  71098. * Creates a new bounding sphere
  71099. * @param min defines the minimum vector (in local space)
  71100. * @param max defines the maximum vector (in local space)
  71101. * @param worldMatrix defines the new world matrix
  71102. */
  71103. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71104. /**
  71105. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  71106. * @param min defines the new minimum vector (in local space)
  71107. * @param max defines the new maximum vector (in local space)
  71108. * @param worldMatrix defines the new world matrix
  71109. */
  71110. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71111. /**
  71112. * Scale the current bounding sphere by applying a scale factor
  71113. * @param factor defines the scale factor to apply
  71114. * @returns the current bounding box
  71115. */
  71116. scale(factor: number): BoundingSphere;
  71117. /**
  71118. * Gets the world matrix of the bounding box
  71119. * @returns a matrix
  71120. */
  71121. getWorldMatrix(): DeepImmutable<Matrix>;
  71122. /** @hidden */
  71123. _update(worldMatrix: DeepImmutable<Matrix>): void;
  71124. /**
  71125. * Tests if the bounding sphere is intersecting the frustum planes
  71126. * @param frustumPlanes defines the frustum planes to test
  71127. * @returns true if there is an intersection
  71128. */
  71129. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71130. /**
  71131. * Tests if the bounding sphere center is in between the frustum planes.
  71132. * Used for optimistic fast inclusion.
  71133. * @param frustumPlanes defines the frustum planes to test
  71134. * @returns true if the sphere center is in between the frustum planes
  71135. */
  71136. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71137. /**
  71138. * Tests if a point is inside the bounding sphere
  71139. * @param point defines the point to test
  71140. * @returns true if the point is inside the bounding sphere
  71141. */
  71142. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71143. /**
  71144. * Checks if two sphere intersct
  71145. * @param sphere0 sphere 0
  71146. * @param sphere1 sphere 1
  71147. * @returns true if the speres intersect
  71148. */
  71149. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  71150. }
  71151. }
  71152. declare module BABYLON {
  71153. /**
  71154. * Class used to store bounding box information
  71155. */
  71156. export class BoundingBox implements ICullable {
  71157. /**
  71158. * Gets the 8 vectors representing the bounding box in local space
  71159. */
  71160. readonly vectors: Vector3[];
  71161. /**
  71162. * Gets the center of the bounding box in local space
  71163. */
  71164. readonly center: Vector3;
  71165. /**
  71166. * Gets the center of the bounding box in world space
  71167. */
  71168. readonly centerWorld: Vector3;
  71169. /**
  71170. * Gets the extend size in local space
  71171. */
  71172. readonly extendSize: Vector3;
  71173. /**
  71174. * Gets the extend size in world space
  71175. */
  71176. readonly extendSizeWorld: Vector3;
  71177. /**
  71178. * Gets the OBB (object bounding box) directions
  71179. */
  71180. readonly directions: Vector3[];
  71181. /**
  71182. * Gets the 8 vectors representing the bounding box in world space
  71183. */
  71184. readonly vectorsWorld: Vector3[];
  71185. /**
  71186. * Gets the minimum vector in world space
  71187. */
  71188. readonly minimumWorld: Vector3;
  71189. /**
  71190. * Gets the maximum vector in world space
  71191. */
  71192. readonly maximumWorld: Vector3;
  71193. /**
  71194. * Gets the minimum vector in local space
  71195. */
  71196. readonly minimum: Vector3;
  71197. /**
  71198. * Gets the maximum vector in local space
  71199. */
  71200. readonly maximum: Vector3;
  71201. private _worldMatrix;
  71202. private static readonly TmpVector3;
  71203. /**
  71204. * @hidden
  71205. */
  71206. _tag: number;
  71207. /**
  71208. * Creates a new bounding box
  71209. * @param min defines the minimum vector (in local space)
  71210. * @param max defines the maximum vector (in local space)
  71211. * @param worldMatrix defines the new world matrix
  71212. */
  71213. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71214. /**
  71215. * Recreates the entire bounding box from scratch as if we call the constructor in place
  71216. * @param min defines the new minimum vector (in local space)
  71217. * @param max defines the new maximum vector (in local space)
  71218. * @param worldMatrix defines the new world matrix
  71219. */
  71220. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71221. /**
  71222. * Scale the current bounding box by applying a scale factor
  71223. * @param factor defines the scale factor to apply
  71224. * @returns the current bounding box
  71225. */
  71226. scale(factor: number): BoundingBox;
  71227. /**
  71228. * Gets the world matrix of the bounding box
  71229. * @returns a matrix
  71230. */
  71231. getWorldMatrix(): DeepImmutable<Matrix>;
  71232. /** @hidden */
  71233. _update(world: DeepImmutable<Matrix>): void;
  71234. /**
  71235. * Tests if the bounding box is intersecting the frustum planes
  71236. * @param frustumPlanes defines the frustum planes to test
  71237. * @returns true if there is an intersection
  71238. */
  71239. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71240. /**
  71241. * Tests if the bounding box is entirely inside the frustum planes
  71242. * @param frustumPlanes defines the frustum planes to test
  71243. * @returns true if there is an inclusion
  71244. */
  71245. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71246. /**
  71247. * Tests if a point is inside the bounding box
  71248. * @param point defines the point to test
  71249. * @returns true if the point is inside the bounding box
  71250. */
  71251. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71252. /**
  71253. * Tests if the bounding box intersects with a bounding sphere
  71254. * @param sphere defines the sphere to test
  71255. * @returns true if there is an intersection
  71256. */
  71257. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  71258. /**
  71259. * Tests if the bounding box intersects with a box defined by a min and max vectors
  71260. * @param min defines the min vector to use
  71261. * @param max defines the max vector to use
  71262. * @returns true if there is an intersection
  71263. */
  71264. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  71265. /**
  71266. * Tests if two bounding boxes are intersections
  71267. * @param box0 defines the first box to test
  71268. * @param box1 defines the second box to test
  71269. * @returns true if there is an intersection
  71270. */
  71271. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  71272. /**
  71273. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  71274. * @param minPoint defines the minimum vector of the bounding box
  71275. * @param maxPoint defines the maximum vector of the bounding box
  71276. * @param sphereCenter defines the sphere center
  71277. * @param sphereRadius defines the sphere radius
  71278. * @returns true if there is an intersection
  71279. */
  71280. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  71281. /**
  71282. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  71283. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71284. * @param frustumPlanes defines the frustum planes to test
  71285. * @return true if there is an inclusion
  71286. */
  71287. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71288. /**
  71289. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  71290. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71291. * @param frustumPlanes defines the frustum planes to test
  71292. * @return true if there is an intersection
  71293. */
  71294. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71295. }
  71296. }
  71297. declare module BABYLON {
  71298. /** @hidden */
  71299. export class Collider {
  71300. /** Define if a collision was found */
  71301. collisionFound: boolean;
  71302. /**
  71303. * Define last intersection point in local space
  71304. */
  71305. intersectionPoint: Vector3;
  71306. /**
  71307. * Define last collided mesh
  71308. */
  71309. collidedMesh: Nullable<AbstractMesh>;
  71310. private _collisionPoint;
  71311. private _planeIntersectionPoint;
  71312. private _tempVector;
  71313. private _tempVector2;
  71314. private _tempVector3;
  71315. private _tempVector4;
  71316. private _edge;
  71317. private _baseToVertex;
  71318. private _destinationPoint;
  71319. private _slidePlaneNormal;
  71320. private _displacementVector;
  71321. /** @hidden */
  71322. _radius: Vector3;
  71323. /** @hidden */
  71324. _retry: number;
  71325. private _velocity;
  71326. private _basePoint;
  71327. private _epsilon;
  71328. /** @hidden */
  71329. _velocityWorldLength: number;
  71330. /** @hidden */
  71331. _basePointWorld: Vector3;
  71332. private _velocityWorld;
  71333. private _normalizedVelocity;
  71334. /** @hidden */
  71335. _initialVelocity: Vector3;
  71336. /** @hidden */
  71337. _initialPosition: Vector3;
  71338. private _nearestDistance;
  71339. private _collisionMask;
  71340. collisionMask: number;
  71341. /**
  71342. * Gets the plane normal used to compute the sliding response (in local space)
  71343. */
  71344. readonly slidePlaneNormal: Vector3;
  71345. /** @hidden */
  71346. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71347. /** @hidden */
  71348. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71349. /** @hidden */
  71350. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71351. /** @hidden */
  71352. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71353. /** @hidden */
  71354. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71355. /** @hidden */
  71356. _getResponse(pos: Vector3, vel: Vector3): void;
  71357. }
  71358. }
  71359. declare module BABYLON {
  71360. /**
  71361. * Interface for cullable objects
  71362. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71363. */
  71364. export interface ICullable {
  71365. /**
  71366. * Checks if the object or part of the object is in the frustum
  71367. * @param frustumPlanes Camera near/planes
  71368. * @returns true if the object is in frustum otherwise false
  71369. */
  71370. isInFrustum(frustumPlanes: Plane[]): boolean;
  71371. /**
  71372. * Checks if a cullable object (mesh...) is in the camera frustum
  71373. * Unlike isInFrustum this cheks the full bounding box
  71374. * @param frustumPlanes Camera near/planes
  71375. * @returns true if the object is in frustum otherwise false
  71376. */
  71377. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71378. }
  71379. /**
  71380. * Info for a bounding data of a mesh
  71381. */
  71382. export class BoundingInfo implements ICullable {
  71383. /**
  71384. * Bounding box for the mesh
  71385. */
  71386. readonly boundingBox: BoundingBox;
  71387. /**
  71388. * Bounding sphere for the mesh
  71389. */
  71390. readonly boundingSphere: BoundingSphere;
  71391. private _isLocked;
  71392. private static readonly TmpVector3;
  71393. /**
  71394. * Constructs bounding info
  71395. * @param minimum min vector of the bounding box/sphere
  71396. * @param maximum max vector of the bounding box/sphere
  71397. * @param worldMatrix defines the new world matrix
  71398. */
  71399. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71400. /**
  71401. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71402. * @param min defines the new minimum vector (in local space)
  71403. * @param max defines the new maximum vector (in local space)
  71404. * @param worldMatrix defines the new world matrix
  71405. */
  71406. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71407. /**
  71408. * min vector of the bounding box/sphere
  71409. */
  71410. readonly minimum: Vector3;
  71411. /**
  71412. * max vector of the bounding box/sphere
  71413. */
  71414. readonly maximum: Vector3;
  71415. /**
  71416. * If the info is locked and won't be updated to avoid perf overhead
  71417. */
  71418. isLocked: boolean;
  71419. /**
  71420. * Updates the bounding sphere and box
  71421. * @param world world matrix to be used to update
  71422. */
  71423. update(world: DeepImmutable<Matrix>): void;
  71424. /**
  71425. * Recreate the bounding info to be centered around a specific point given a specific extend.
  71426. * @param center New center of the bounding info
  71427. * @param extend New extend of the bounding info
  71428. * @returns the current bounding info
  71429. */
  71430. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  71431. /**
  71432. * Scale the current bounding info by applying a scale factor
  71433. * @param factor defines the scale factor to apply
  71434. * @returns the current bounding info
  71435. */
  71436. scale(factor: number): BoundingInfo;
  71437. /**
  71438. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  71439. * @param frustumPlanes defines the frustum to test
  71440. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  71441. * @returns true if the bounding info is in the frustum planes
  71442. */
  71443. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  71444. /**
  71445. * Gets the world distance between the min and max points of the bounding box
  71446. */
  71447. readonly diagonalLength: number;
  71448. /**
  71449. * Checks if a cullable object (mesh...) is in the camera frustum
  71450. * Unlike isInFrustum this cheks the full bounding box
  71451. * @param frustumPlanes Camera near/planes
  71452. * @returns true if the object is in frustum otherwise false
  71453. */
  71454. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71455. /** @hidden */
  71456. _checkCollision(collider: Collider): boolean;
  71457. /**
  71458. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  71459. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71460. * @param point the point to check intersection with
  71461. * @returns if the point intersects
  71462. */
  71463. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71464. /**
  71465. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  71466. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71467. * @param boundingInfo the bounding info to check intersection with
  71468. * @param precise if the intersection should be done using OBB
  71469. * @returns if the bounding info intersects
  71470. */
  71471. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  71472. }
  71473. }
  71474. declare module BABYLON {
  71475. /**
  71476. * Extracts minimum and maximum values from a list of indexed positions
  71477. * @param positions defines the positions to use
  71478. * @param indices defines the indices to the positions
  71479. * @param indexStart defines the start index
  71480. * @param indexCount defines the end index
  71481. * @param bias defines bias value to add to the result
  71482. * @return minimum and maximum values
  71483. */
  71484. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71485. minimum: Vector3;
  71486. maximum: Vector3;
  71487. };
  71488. /**
  71489. * Extracts minimum and maximum values from a list of positions
  71490. * @param positions defines the positions to use
  71491. * @param start defines the start index in the positions array
  71492. * @param count defines the number of positions to handle
  71493. * @param bias defines bias value to add to the result
  71494. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71495. * @return minimum and maximum values
  71496. */
  71497. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71498. minimum: Vector3;
  71499. maximum: Vector3;
  71500. };
  71501. }
  71502. declare module BABYLON {
  71503. /**
  71504. * Enum that determines the text-wrapping mode to use.
  71505. */
  71506. export enum InspectableType {
  71507. /**
  71508. * Checkbox for booleans
  71509. */
  71510. Checkbox = 0,
  71511. /**
  71512. * Sliders for numbers
  71513. */
  71514. Slider = 1,
  71515. /**
  71516. * Vector3
  71517. */
  71518. Vector3 = 2,
  71519. /**
  71520. * Quaternions
  71521. */
  71522. Quaternion = 3,
  71523. /**
  71524. * Color3
  71525. */
  71526. Color3 = 4,
  71527. /**
  71528. * String
  71529. */
  71530. String = 5
  71531. }
  71532. /**
  71533. * Interface used to define custom inspectable properties.
  71534. * This interface is used by the inspector to display custom property grids
  71535. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71536. */
  71537. export interface IInspectable {
  71538. /**
  71539. * Gets the label to display
  71540. */
  71541. label: string;
  71542. /**
  71543. * Gets the name of the property to edit
  71544. */
  71545. propertyName: string;
  71546. /**
  71547. * Gets the type of the editor to use
  71548. */
  71549. type: InspectableType;
  71550. /**
  71551. * Gets the minimum value of the property when using in "slider" mode
  71552. */
  71553. min?: number;
  71554. /**
  71555. * Gets the maximum value of the property when using in "slider" mode
  71556. */
  71557. max?: number;
  71558. /**
  71559. * Gets the setp to use when using in "slider" mode
  71560. */
  71561. step?: number;
  71562. }
  71563. }
  71564. declare module BABYLON {
  71565. /**
  71566. * Class used to provide helper for timing
  71567. */
  71568. export class TimingTools {
  71569. /**
  71570. * Polyfill for setImmediate
  71571. * @param action defines the action to execute after the current execution block
  71572. */
  71573. static SetImmediate(action: () => void): void;
  71574. }
  71575. }
  71576. declare module BABYLON {
  71577. /**
  71578. * Class used to enable instatition of objects by class name
  71579. */
  71580. export class InstantiationTools {
  71581. /**
  71582. * Use this object to register external classes like custom textures or material
  71583. * to allow the laoders to instantiate them
  71584. */
  71585. static RegisteredExternalClasses: {
  71586. [key: string]: Object;
  71587. };
  71588. /**
  71589. * Tries to instantiate a new object from a given class name
  71590. * @param className defines the class name to instantiate
  71591. * @returns the new object or null if the system was not able to do the instantiation
  71592. */
  71593. static Instantiate(className: string): any;
  71594. }
  71595. }
  71596. declare module BABYLON {
  71597. /**
  71598. * This represents the required contract to create a new type of texture loader.
  71599. */
  71600. export interface IInternalTextureLoader {
  71601. /**
  71602. * Defines wether the loader supports cascade loading the different faces.
  71603. */
  71604. supportCascades: boolean;
  71605. /**
  71606. * This returns if the loader support the current file information.
  71607. * @param extension defines the file extension of the file being loaded
  71608. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71609. * @param fallback defines the fallback internal texture if any
  71610. * @param isBase64 defines whether the texture is encoded as a base64
  71611. * @param isBuffer defines whether the texture data are stored as a buffer
  71612. * @returns true if the loader can load the specified file
  71613. */
  71614. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71615. /**
  71616. * Transform the url before loading if required.
  71617. * @param rootUrl the url of the texture
  71618. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71619. * @returns the transformed texture
  71620. */
  71621. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71622. /**
  71623. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71624. * @param rootUrl the url of the texture
  71625. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71626. * @returns the fallback texture
  71627. */
  71628. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71629. /**
  71630. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71631. * @param data contains the texture data
  71632. * @param texture defines the BabylonJS internal texture
  71633. * @param createPolynomials will be true if polynomials have been requested
  71634. * @param onLoad defines the callback to trigger once the texture is ready
  71635. * @param onError defines the callback to trigger in case of error
  71636. */
  71637. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71638. /**
  71639. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71640. * @param data contains the texture data
  71641. * @param texture defines the BabylonJS internal texture
  71642. * @param callback defines the method to call once ready to upload
  71643. */
  71644. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71645. }
  71646. }
  71647. declare module BABYLON {
  71648. interface Engine {
  71649. /**
  71650. * Creates a depth stencil cube texture.
  71651. * This is only available in WebGL 2.
  71652. * @param size The size of face edge in the cube texture.
  71653. * @param options The options defining the cube texture.
  71654. * @returns The cube texture
  71655. */
  71656. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71657. /**
  71658. * Creates a cube texture
  71659. * @param rootUrl defines the url where the files to load is located
  71660. * @param scene defines the current scene
  71661. * @param files defines the list of files to load (1 per face)
  71662. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71663. * @param onLoad defines an optional callback raised when the texture is loaded
  71664. * @param onError defines an optional callback raised if there is an issue to load the texture
  71665. * @param format defines the format of the data
  71666. * @param forcedExtension defines the extension to use to pick the right loader
  71667. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71668. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71669. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71670. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71671. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71672. * @returns the cube texture as an InternalTexture
  71673. */
  71674. 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;
  71675. /**
  71676. * Creates a cube texture
  71677. * @param rootUrl defines the url where the files to load is located
  71678. * @param scene defines the current scene
  71679. * @param files defines the list of files to load (1 per face)
  71680. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71681. * @param onLoad defines an optional callback raised when the texture is loaded
  71682. * @param onError defines an optional callback raised if there is an issue to load the texture
  71683. * @param format defines the format of the data
  71684. * @param forcedExtension defines the extension to use to pick the right loader
  71685. * @returns the cube texture as an InternalTexture
  71686. */
  71687. 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;
  71688. /**
  71689. * Creates a cube texture
  71690. * @param rootUrl defines the url where the files to load is located
  71691. * @param scene defines the current scene
  71692. * @param files defines the list of files to load (1 per face)
  71693. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71694. * @param onLoad defines an optional callback raised when the texture is loaded
  71695. * @param onError defines an optional callback raised if there is an issue to load the texture
  71696. * @param format defines the format of the data
  71697. * @param forcedExtension defines the extension to use to pick the right loader
  71698. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71699. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71700. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71701. * @returns the cube texture as an InternalTexture
  71702. */
  71703. 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;
  71704. /** @hidden */
  71705. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71706. /** @hidden */
  71707. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71708. /** @hidden */
  71709. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71710. /** @hidden */
  71711. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71712. }
  71713. }
  71714. declare module BABYLON {
  71715. /**
  71716. * Class for creating a cube texture
  71717. */
  71718. export class CubeTexture extends BaseTexture {
  71719. private _delayedOnLoad;
  71720. /**
  71721. * The url of the texture
  71722. */
  71723. url: string;
  71724. /**
  71725. * Gets or sets the center of the bounding box associated with the cube texture.
  71726. * It must define where the camera used to render the texture was set
  71727. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71728. */
  71729. boundingBoxPosition: Vector3;
  71730. private _boundingBoxSize;
  71731. /**
  71732. * Gets or sets the size of the bounding box associated with the cube texture
  71733. * When defined, the cubemap will switch to local mode
  71734. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  71735. * @example https://www.babylonjs-playground.com/#RNASML
  71736. */
  71737. /**
  71738. * Returns the bounding box size
  71739. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71740. */
  71741. boundingBoxSize: Vector3;
  71742. protected _rotationY: number;
  71743. /**
  71744. * Sets texture matrix rotation angle around Y axis in radians.
  71745. */
  71746. /**
  71747. * Gets texture matrix rotation angle around Y axis radians.
  71748. */
  71749. rotationY: number;
  71750. /**
  71751. * Are mip maps generated for this texture or not.
  71752. */
  71753. readonly noMipmap: boolean;
  71754. private _noMipmap;
  71755. private _files;
  71756. private _extensions;
  71757. private _textureMatrix;
  71758. private _format;
  71759. private _createPolynomials;
  71760. /** @hidden */
  71761. _prefiltered: boolean;
  71762. /**
  71763. * Creates a cube texture from an array of image urls
  71764. * @param files defines an array of image urls
  71765. * @param scene defines the hosting scene
  71766. * @param noMipmap specifies if mip maps are not used
  71767. * @returns a cube texture
  71768. */
  71769. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  71770. /**
  71771. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  71772. * @param url defines the url of the prefiltered texture
  71773. * @param scene defines the scene the texture is attached to
  71774. * @param forcedExtension defines the extension of the file if different from the url
  71775. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71776. * @return the prefiltered texture
  71777. */
  71778. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  71779. /**
  71780. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  71781. * as prefiltered data.
  71782. * @param rootUrl defines the url of the texture or the root name of the six images
  71783. * @param scene defines the scene the texture is attached to
  71784. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  71785. * @param noMipmap defines if mipmaps should be created or not
  71786. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  71787. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  71788. * @param onError defines a callback triggered in case of error during load
  71789. * @param format defines the internal format to use for the texture once loaded
  71790. * @param prefiltered defines whether or not the texture is created from prefiltered data
  71791. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  71792. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71793. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71794. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71795. * @return the cube texture
  71796. */
  71797. 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);
  71798. /**
  71799. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  71800. */
  71801. readonly isPrefiltered: boolean;
  71802. /**
  71803. * Get the current class name of the texture useful for serialization or dynamic coding.
  71804. * @returns "CubeTexture"
  71805. */
  71806. getClassName(): string;
  71807. /**
  71808. * Update the url (and optional buffer) of this texture if url was null during construction.
  71809. * @param url the url of the texture
  71810. * @param forcedExtension defines the extension to use
  71811. * @param onLoad callback called when the texture is loaded (defaults to null)
  71812. */
  71813. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  71814. /**
  71815. * Delays loading of the cube texture
  71816. * @param forcedExtension defines the extension to use
  71817. */
  71818. delayLoad(forcedExtension?: string): void;
  71819. /**
  71820. * Returns the reflection texture matrix
  71821. * @returns the reflection texture matrix
  71822. */
  71823. getReflectionTextureMatrix(): Matrix;
  71824. /**
  71825. * Sets the reflection texture matrix
  71826. * @param value Reflection texture matrix
  71827. */
  71828. setReflectionTextureMatrix(value: Matrix): void;
  71829. /**
  71830. * Parses text to create a cube texture
  71831. * @param parsedTexture define the serialized text to read from
  71832. * @param scene defines the hosting scene
  71833. * @param rootUrl defines the root url of the cube texture
  71834. * @returns a cube texture
  71835. */
  71836. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  71837. /**
  71838. * Makes a clone, or deep copy, of the cube texture
  71839. * @returns a new cube texture
  71840. */
  71841. clone(): CubeTexture;
  71842. }
  71843. }
  71844. declare module BABYLON {
  71845. /**
  71846. * Manages the defines for the Material
  71847. */
  71848. export class MaterialDefines {
  71849. /** @hidden */
  71850. protected _keys: string[];
  71851. private _isDirty;
  71852. /** @hidden */
  71853. _renderId: number;
  71854. /** @hidden */
  71855. _areLightsDirty: boolean;
  71856. /** @hidden */
  71857. _areAttributesDirty: boolean;
  71858. /** @hidden */
  71859. _areTexturesDirty: boolean;
  71860. /** @hidden */
  71861. _areFresnelDirty: boolean;
  71862. /** @hidden */
  71863. _areMiscDirty: boolean;
  71864. /** @hidden */
  71865. _areImageProcessingDirty: boolean;
  71866. /** @hidden */
  71867. _normals: boolean;
  71868. /** @hidden */
  71869. _uvs: boolean;
  71870. /** @hidden */
  71871. _needNormals: boolean;
  71872. /** @hidden */
  71873. _needUVs: boolean;
  71874. [id: string]: any;
  71875. /**
  71876. * Specifies if the material needs to be re-calculated
  71877. */
  71878. readonly isDirty: boolean;
  71879. /**
  71880. * Marks the material to indicate that it has been re-calculated
  71881. */
  71882. markAsProcessed(): void;
  71883. /**
  71884. * Marks the material to indicate that it needs to be re-calculated
  71885. */
  71886. markAsUnprocessed(): void;
  71887. /**
  71888. * Marks the material to indicate all of its defines need to be re-calculated
  71889. */
  71890. markAllAsDirty(): void;
  71891. /**
  71892. * Marks the material to indicate that image processing needs to be re-calculated
  71893. */
  71894. markAsImageProcessingDirty(): void;
  71895. /**
  71896. * Marks the material to indicate the lights need to be re-calculated
  71897. */
  71898. markAsLightDirty(): void;
  71899. /**
  71900. * Marks the attribute state as changed
  71901. */
  71902. markAsAttributesDirty(): void;
  71903. /**
  71904. * Marks the texture state as changed
  71905. */
  71906. markAsTexturesDirty(): void;
  71907. /**
  71908. * Marks the fresnel state as changed
  71909. */
  71910. markAsFresnelDirty(): void;
  71911. /**
  71912. * Marks the misc state as changed
  71913. */
  71914. markAsMiscDirty(): void;
  71915. /**
  71916. * Rebuilds the material defines
  71917. */
  71918. rebuild(): void;
  71919. /**
  71920. * Specifies if two material defines are equal
  71921. * @param other - A material define instance to compare to
  71922. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  71923. */
  71924. isEqual(other: MaterialDefines): boolean;
  71925. /**
  71926. * Clones this instance's defines to another instance
  71927. * @param other - material defines to clone values to
  71928. */
  71929. cloneTo(other: MaterialDefines): void;
  71930. /**
  71931. * Resets the material define values
  71932. */
  71933. reset(): void;
  71934. /**
  71935. * Converts the material define values to a string
  71936. * @returns - String of material define information
  71937. */
  71938. toString(): string;
  71939. }
  71940. }
  71941. declare module BABYLON {
  71942. /**
  71943. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  71944. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  71945. * 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;
  71946. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  71947. */
  71948. export class ColorCurves {
  71949. private _dirty;
  71950. private _tempColor;
  71951. private _globalCurve;
  71952. private _highlightsCurve;
  71953. private _midtonesCurve;
  71954. private _shadowsCurve;
  71955. private _positiveCurve;
  71956. private _negativeCurve;
  71957. private _globalHue;
  71958. private _globalDensity;
  71959. private _globalSaturation;
  71960. private _globalExposure;
  71961. /**
  71962. * Gets the global Hue value.
  71963. * 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).
  71964. */
  71965. /**
  71966. * Sets the global Hue value.
  71967. * 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).
  71968. */
  71969. globalHue: number;
  71970. /**
  71971. * Gets the global Density value.
  71972. * 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.
  71973. * Values less than zero provide a filter of opposite hue.
  71974. */
  71975. /**
  71976. * Sets the global Density value.
  71977. * 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.
  71978. * Values less than zero provide a filter of opposite hue.
  71979. */
  71980. globalDensity: number;
  71981. /**
  71982. * Gets the global Saturation value.
  71983. * 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.
  71984. */
  71985. /**
  71986. * Sets the global Saturation value.
  71987. * 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.
  71988. */
  71989. globalSaturation: number;
  71990. /**
  71991. * Gets the global Exposure value.
  71992. * 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.
  71993. */
  71994. /**
  71995. * Sets the global Exposure value.
  71996. * 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.
  71997. */
  71998. globalExposure: number;
  71999. private _highlightsHue;
  72000. private _highlightsDensity;
  72001. private _highlightsSaturation;
  72002. private _highlightsExposure;
  72003. /**
  72004. * Gets the highlights Hue value.
  72005. * 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).
  72006. */
  72007. /**
  72008. * Sets the highlights Hue value.
  72009. * 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).
  72010. */
  72011. highlightsHue: number;
  72012. /**
  72013. * Gets the highlights Density value.
  72014. * 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.
  72015. * Values less than zero provide a filter of opposite hue.
  72016. */
  72017. /**
  72018. * Sets the highlights Density value.
  72019. * 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.
  72020. * Values less than zero provide a filter of opposite hue.
  72021. */
  72022. highlightsDensity: number;
  72023. /**
  72024. * Gets the highlights Saturation value.
  72025. * 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.
  72026. */
  72027. /**
  72028. * Sets the highlights Saturation value.
  72029. * 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.
  72030. */
  72031. highlightsSaturation: number;
  72032. /**
  72033. * Gets the highlights Exposure value.
  72034. * 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.
  72035. */
  72036. /**
  72037. * Sets the highlights Exposure value.
  72038. * 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.
  72039. */
  72040. highlightsExposure: number;
  72041. private _midtonesHue;
  72042. private _midtonesDensity;
  72043. private _midtonesSaturation;
  72044. private _midtonesExposure;
  72045. /**
  72046. * Gets the midtones Hue value.
  72047. * 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).
  72048. */
  72049. /**
  72050. * Sets the midtones Hue value.
  72051. * 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).
  72052. */
  72053. midtonesHue: number;
  72054. /**
  72055. * Gets the midtones Density value.
  72056. * 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.
  72057. * Values less than zero provide a filter of opposite hue.
  72058. */
  72059. /**
  72060. * Sets the midtones Density value.
  72061. * 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.
  72062. * Values less than zero provide a filter of opposite hue.
  72063. */
  72064. midtonesDensity: number;
  72065. /**
  72066. * Gets the midtones Saturation value.
  72067. * 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.
  72068. */
  72069. /**
  72070. * Sets the midtones Saturation value.
  72071. * 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.
  72072. */
  72073. midtonesSaturation: number;
  72074. /**
  72075. * Gets the midtones Exposure value.
  72076. * 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.
  72077. */
  72078. /**
  72079. * Sets the midtones Exposure value.
  72080. * 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.
  72081. */
  72082. midtonesExposure: number;
  72083. private _shadowsHue;
  72084. private _shadowsDensity;
  72085. private _shadowsSaturation;
  72086. private _shadowsExposure;
  72087. /**
  72088. * Gets the shadows Hue value.
  72089. * 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).
  72090. */
  72091. /**
  72092. * Sets the shadows Hue value.
  72093. * 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).
  72094. */
  72095. shadowsHue: number;
  72096. /**
  72097. * Gets the shadows Density value.
  72098. * 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.
  72099. * Values less than zero provide a filter of opposite hue.
  72100. */
  72101. /**
  72102. * Sets the shadows Density value.
  72103. * 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.
  72104. * Values less than zero provide a filter of opposite hue.
  72105. */
  72106. shadowsDensity: number;
  72107. /**
  72108. * Gets the shadows Saturation value.
  72109. * 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.
  72110. */
  72111. /**
  72112. * Sets the shadows Saturation value.
  72113. * 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.
  72114. */
  72115. shadowsSaturation: number;
  72116. /**
  72117. * Gets the shadows Exposure value.
  72118. * 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.
  72119. */
  72120. /**
  72121. * Sets the shadows Exposure value.
  72122. * 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.
  72123. */
  72124. shadowsExposure: number;
  72125. /**
  72126. * Returns the class name
  72127. * @returns The class name
  72128. */
  72129. getClassName(): string;
  72130. /**
  72131. * Binds the color curves to the shader.
  72132. * @param colorCurves The color curve to bind
  72133. * @param effect The effect to bind to
  72134. * @param positiveUniform The positive uniform shader parameter
  72135. * @param neutralUniform The neutral uniform shader parameter
  72136. * @param negativeUniform The negative uniform shader parameter
  72137. */
  72138. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  72139. /**
  72140. * Prepare the list of uniforms associated with the ColorCurves effects.
  72141. * @param uniformsList The list of uniforms used in the effect
  72142. */
  72143. static PrepareUniforms(uniformsList: string[]): void;
  72144. /**
  72145. * Returns color grading data based on a hue, density, saturation and exposure value.
  72146. * @param filterHue The hue of the color filter.
  72147. * @param filterDensity The density of the color filter.
  72148. * @param saturation The saturation.
  72149. * @param exposure The exposure.
  72150. * @param result The result data container.
  72151. */
  72152. private getColorGradingDataToRef;
  72153. /**
  72154. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  72155. * @param value The input slider value in range [-100,100].
  72156. * @returns Adjusted value.
  72157. */
  72158. private static applyColorGradingSliderNonlinear;
  72159. /**
  72160. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  72161. * @param hue The hue (H) input.
  72162. * @param saturation The saturation (S) input.
  72163. * @param brightness The brightness (B) input.
  72164. * @result An RGBA color represented as Vector4.
  72165. */
  72166. private static fromHSBToRef;
  72167. /**
  72168. * Returns a value clamped between min and max
  72169. * @param value The value to clamp
  72170. * @param min The minimum of value
  72171. * @param max The maximum of value
  72172. * @returns The clamped value.
  72173. */
  72174. private static clamp;
  72175. /**
  72176. * Clones the current color curve instance.
  72177. * @return The cloned curves
  72178. */
  72179. clone(): ColorCurves;
  72180. /**
  72181. * Serializes the current color curve instance to a json representation.
  72182. * @return a JSON representation
  72183. */
  72184. serialize(): any;
  72185. /**
  72186. * Parses the color curve from a json representation.
  72187. * @param source the JSON source to parse
  72188. * @return The parsed curves
  72189. */
  72190. static Parse(source: any): ColorCurves;
  72191. }
  72192. }
  72193. declare module BABYLON {
  72194. /**
  72195. * Interface to follow in your material defines to integrate easily the
  72196. * Image proccessing functions.
  72197. * @hidden
  72198. */
  72199. export interface IImageProcessingConfigurationDefines {
  72200. IMAGEPROCESSING: boolean;
  72201. VIGNETTE: boolean;
  72202. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72203. VIGNETTEBLENDMODEOPAQUE: boolean;
  72204. TONEMAPPING: boolean;
  72205. TONEMAPPING_ACES: boolean;
  72206. CONTRAST: boolean;
  72207. EXPOSURE: boolean;
  72208. COLORCURVES: boolean;
  72209. COLORGRADING: boolean;
  72210. COLORGRADING3D: boolean;
  72211. SAMPLER3DGREENDEPTH: boolean;
  72212. SAMPLER3DBGRMAP: boolean;
  72213. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72214. }
  72215. /**
  72216. * @hidden
  72217. */
  72218. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  72219. IMAGEPROCESSING: boolean;
  72220. VIGNETTE: boolean;
  72221. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72222. VIGNETTEBLENDMODEOPAQUE: boolean;
  72223. TONEMAPPING: boolean;
  72224. TONEMAPPING_ACES: boolean;
  72225. CONTRAST: boolean;
  72226. COLORCURVES: boolean;
  72227. COLORGRADING: boolean;
  72228. COLORGRADING3D: boolean;
  72229. SAMPLER3DGREENDEPTH: boolean;
  72230. SAMPLER3DBGRMAP: boolean;
  72231. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72232. EXPOSURE: boolean;
  72233. constructor();
  72234. }
  72235. /**
  72236. * This groups together the common properties used for image processing either in direct forward pass
  72237. * or through post processing effect depending on the use of the image processing pipeline in your scene
  72238. * or not.
  72239. */
  72240. export class ImageProcessingConfiguration {
  72241. /**
  72242. * Default tone mapping applied in BabylonJS.
  72243. */
  72244. static readonly TONEMAPPING_STANDARD: number;
  72245. /**
  72246. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  72247. * to other engines rendering to increase portability.
  72248. */
  72249. static readonly TONEMAPPING_ACES: number;
  72250. /**
  72251. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  72252. */
  72253. colorCurves: Nullable<ColorCurves>;
  72254. private _colorCurvesEnabled;
  72255. /**
  72256. * Gets wether the color curves effect is enabled.
  72257. */
  72258. /**
  72259. * Sets wether the color curves effect is enabled.
  72260. */
  72261. colorCurvesEnabled: boolean;
  72262. private _colorGradingTexture;
  72263. /**
  72264. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72265. */
  72266. /**
  72267. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72268. */
  72269. colorGradingTexture: Nullable<BaseTexture>;
  72270. private _colorGradingEnabled;
  72271. /**
  72272. * Gets wether the color grading effect is enabled.
  72273. */
  72274. /**
  72275. * Sets wether the color grading effect is enabled.
  72276. */
  72277. colorGradingEnabled: boolean;
  72278. private _colorGradingWithGreenDepth;
  72279. /**
  72280. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  72281. */
  72282. /**
  72283. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  72284. */
  72285. colorGradingWithGreenDepth: boolean;
  72286. private _colorGradingBGR;
  72287. /**
  72288. * Gets wether the color grading texture contains BGR values.
  72289. */
  72290. /**
  72291. * Sets wether the color grading texture contains BGR values.
  72292. */
  72293. colorGradingBGR: boolean;
  72294. /** @hidden */
  72295. _exposure: number;
  72296. /**
  72297. * Gets the Exposure used in the effect.
  72298. */
  72299. /**
  72300. * Sets the Exposure used in the effect.
  72301. */
  72302. exposure: number;
  72303. private _toneMappingEnabled;
  72304. /**
  72305. * Gets wether the tone mapping effect is enabled.
  72306. */
  72307. /**
  72308. * Sets wether the tone mapping effect is enabled.
  72309. */
  72310. toneMappingEnabled: boolean;
  72311. private _toneMappingType;
  72312. /**
  72313. * Gets the type of tone mapping effect.
  72314. */
  72315. /**
  72316. * Sets the type of tone mapping effect used in BabylonJS.
  72317. */
  72318. toneMappingType: number;
  72319. protected _contrast: number;
  72320. /**
  72321. * Gets the contrast used in the effect.
  72322. */
  72323. /**
  72324. * Sets the contrast used in the effect.
  72325. */
  72326. contrast: number;
  72327. /**
  72328. * Vignette stretch size.
  72329. */
  72330. vignetteStretch: number;
  72331. /**
  72332. * Vignette centre X Offset.
  72333. */
  72334. vignetteCentreX: number;
  72335. /**
  72336. * Vignette centre Y Offset.
  72337. */
  72338. vignetteCentreY: number;
  72339. /**
  72340. * Vignette weight or intensity of the vignette effect.
  72341. */
  72342. vignetteWeight: number;
  72343. /**
  72344. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72345. * if vignetteEnabled is set to true.
  72346. */
  72347. vignetteColor: Color4;
  72348. /**
  72349. * Camera field of view used by the Vignette effect.
  72350. */
  72351. vignetteCameraFov: number;
  72352. private _vignetteBlendMode;
  72353. /**
  72354. * Gets the vignette blend mode allowing different kind of effect.
  72355. */
  72356. /**
  72357. * Sets the vignette blend mode allowing different kind of effect.
  72358. */
  72359. vignetteBlendMode: number;
  72360. private _vignetteEnabled;
  72361. /**
  72362. * Gets wether the vignette effect is enabled.
  72363. */
  72364. /**
  72365. * Sets wether the vignette effect is enabled.
  72366. */
  72367. vignetteEnabled: boolean;
  72368. private _applyByPostProcess;
  72369. /**
  72370. * Gets wether the image processing is applied through a post process or not.
  72371. */
  72372. /**
  72373. * Sets wether the image processing is applied through a post process or not.
  72374. */
  72375. applyByPostProcess: boolean;
  72376. private _isEnabled;
  72377. /**
  72378. * Gets wether the image processing is enabled or not.
  72379. */
  72380. /**
  72381. * Sets wether the image processing is enabled or not.
  72382. */
  72383. isEnabled: boolean;
  72384. /**
  72385. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72386. */
  72387. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72388. /**
  72389. * Method called each time the image processing information changes requires to recompile the effect.
  72390. */
  72391. protected _updateParameters(): void;
  72392. /**
  72393. * Gets the current class name.
  72394. * @return "ImageProcessingConfiguration"
  72395. */
  72396. getClassName(): string;
  72397. /**
  72398. * Prepare the list of uniforms associated with the Image Processing effects.
  72399. * @param uniforms The list of uniforms used in the effect
  72400. * @param defines the list of defines currently in use
  72401. */
  72402. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72403. /**
  72404. * Prepare the list of samplers associated with the Image Processing effects.
  72405. * @param samplersList The list of uniforms used in the effect
  72406. * @param defines the list of defines currently in use
  72407. */
  72408. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72409. /**
  72410. * Prepare the list of defines associated to the shader.
  72411. * @param defines the list of defines to complete
  72412. * @param forPostProcess Define if we are currently in post process mode or not
  72413. */
  72414. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72415. /**
  72416. * Returns true if all the image processing information are ready.
  72417. * @returns True if ready, otherwise, false
  72418. */
  72419. isReady(): boolean;
  72420. /**
  72421. * Binds the image processing to the shader.
  72422. * @param effect The effect to bind to
  72423. * @param aspectRatio Define the current aspect ratio of the effect
  72424. */
  72425. bind(effect: Effect, aspectRatio?: number): void;
  72426. /**
  72427. * Clones the current image processing instance.
  72428. * @return The cloned image processing
  72429. */
  72430. clone(): ImageProcessingConfiguration;
  72431. /**
  72432. * Serializes the current image processing instance to a json representation.
  72433. * @return a JSON representation
  72434. */
  72435. serialize(): any;
  72436. /**
  72437. * Parses the image processing from a json representation.
  72438. * @param source the JSON source to parse
  72439. * @return The parsed image processing
  72440. */
  72441. static Parse(source: any): ImageProcessingConfiguration;
  72442. private static _VIGNETTEMODE_MULTIPLY;
  72443. private static _VIGNETTEMODE_OPAQUE;
  72444. /**
  72445. * Used to apply the vignette as a mix with the pixel color.
  72446. */
  72447. static readonly VIGNETTEMODE_MULTIPLY: number;
  72448. /**
  72449. * Used to apply the vignette as a replacement of the pixel color.
  72450. */
  72451. static readonly VIGNETTEMODE_OPAQUE: number;
  72452. }
  72453. }
  72454. declare module BABYLON {
  72455. /** @hidden */
  72456. export var postprocessVertexShader: {
  72457. name: string;
  72458. shader: string;
  72459. };
  72460. }
  72461. declare module BABYLON {
  72462. /** Defines supported spaces */
  72463. export enum Space {
  72464. /** Local (object) space */
  72465. LOCAL = 0,
  72466. /** World space */
  72467. WORLD = 1,
  72468. /** Bone space */
  72469. BONE = 2
  72470. }
  72471. /** Defines the 3 main axes */
  72472. export class Axis {
  72473. /** X axis */
  72474. static X: Vector3;
  72475. /** Y axis */
  72476. static Y: Vector3;
  72477. /** Z axis */
  72478. static Z: Vector3;
  72479. }
  72480. }
  72481. declare module BABYLON {
  72482. /**
  72483. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72484. * This is the base of the follow, arc rotate cameras and Free camera
  72485. * @see http://doc.babylonjs.com/features/cameras
  72486. */
  72487. export class TargetCamera extends Camera {
  72488. private static _RigCamTransformMatrix;
  72489. private static _TargetTransformMatrix;
  72490. private static _TargetFocalPoint;
  72491. /**
  72492. * Define the current direction the camera is moving to
  72493. */
  72494. cameraDirection: Vector3;
  72495. /**
  72496. * Define the current rotation the camera is rotating to
  72497. */
  72498. cameraRotation: Vector2;
  72499. /**
  72500. * When set, the up vector of the camera will be updated by the rotation of the camera
  72501. */
  72502. updateUpVectorFromRotation: boolean;
  72503. private _tmpQuaternion;
  72504. /**
  72505. * Define the current rotation of the camera
  72506. */
  72507. rotation: Vector3;
  72508. /**
  72509. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72510. */
  72511. rotationQuaternion: Quaternion;
  72512. /**
  72513. * Define the current speed of the camera
  72514. */
  72515. speed: number;
  72516. /**
  72517. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72518. * around all axis.
  72519. */
  72520. noRotationConstraint: boolean;
  72521. /**
  72522. * Define the current target of the camera as an object or a position.
  72523. */
  72524. lockedTarget: any;
  72525. /** @hidden */
  72526. _currentTarget: Vector3;
  72527. /** @hidden */
  72528. _initialFocalDistance: number;
  72529. /** @hidden */
  72530. _viewMatrix: Matrix;
  72531. /** @hidden */
  72532. _camMatrix: Matrix;
  72533. /** @hidden */
  72534. _cameraTransformMatrix: Matrix;
  72535. /** @hidden */
  72536. _cameraRotationMatrix: Matrix;
  72537. /** @hidden */
  72538. _referencePoint: Vector3;
  72539. /** @hidden */
  72540. _transformedReferencePoint: Vector3;
  72541. protected _globalCurrentTarget: Vector3;
  72542. protected _globalCurrentUpVector: Vector3;
  72543. /** @hidden */
  72544. _reset: () => void;
  72545. private _defaultUp;
  72546. /**
  72547. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  72548. * This is the base of the follow, arc rotate cameras and Free camera
  72549. * @see http://doc.babylonjs.com/features/cameras
  72550. * @param name Defines the name of the camera in the scene
  72551. * @param position Defines the start position of the camera in the scene
  72552. * @param scene Defines the scene the camera belongs to
  72553. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  72554. */
  72555. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  72556. /**
  72557. * Gets the position in front of the camera at a given distance.
  72558. * @param distance The distance from the camera we want the position to be
  72559. * @returns the position
  72560. */
  72561. getFrontPosition(distance: number): Vector3;
  72562. /** @hidden */
  72563. _getLockedTargetPosition(): Nullable<Vector3>;
  72564. private _storedPosition;
  72565. private _storedRotation;
  72566. private _storedRotationQuaternion;
  72567. /**
  72568. * Store current camera state of the camera (fov, position, rotation, etc..)
  72569. * @returns the camera
  72570. */
  72571. storeState(): Camera;
  72572. /**
  72573. * Restored camera state. You must call storeState() first
  72574. * @returns whether it was successful or not
  72575. * @hidden
  72576. */
  72577. _restoreStateValues(): boolean;
  72578. /** @hidden */
  72579. _initCache(): void;
  72580. /** @hidden */
  72581. _updateCache(ignoreParentClass?: boolean): void;
  72582. /** @hidden */
  72583. _isSynchronizedViewMatrix(): boolean;
  72584. /** @hidden */
  72585. _computeLocalCameraSpeed(): number;
  72586. /**
  72587. * Defines the target the camera should look at.
  72588. * @param target Defines the new target as a Vector or a mesh
  72589. */
  72590. setTarget(target: Vector3): void;
  72591. /**
  72592. * Return the current target position of the camera. This value is expressed in local space.
  72593. * @returns the target position
  72594. */
  72595. getTarget(): Vector3;
  72596. /** @hidden */
  72597. _decideIfNeedsToMove(): boolean;
  72598. /** @hidden */
  72599. _updatePosition(): void;
  72600. /** @hidden */
  72601. _checkInputs(): void;
  72602. protected _updateCameraRotationMatrix(): void;
  72603. /**
  72604. * 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)
  72605. * @returns the current camera
  72606. */
  72607. private _rotateUpVectorWithCameraRotationMatrix;
  72608. private _cachedRotationZ;
  72609. private _cachedQuaternionRotationZ;
  72610. /** @hidden */
  72611. _getViewMatrix(): Matrix;
  72612. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72613. /**
  72614. * @hidden
  72615. */
  72616. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72617. /**
  72618. * @hidden
  72619. */
  72620. _updateRigCameras(): void;
  72621. private _getRigCamPositionAndTarget;
  72622. /**
  72623. * Gets the current object class name.
  72624. * @return the class name
  72625. */
  72626. getClassName(): string;
  72627. }
  72628. }
  72629. declare module BABYLON {
  72630. /**
  72631. * Gather the list of keyboard event types as constants.
  72632. */
  72633. export class KeyboardEventTypes {
  72634. /**
  72635. * The keydown event is fired when a key becomes active (pressed).
  72636. */
  72637. static readonly KEYDOWN: number;
  72638. /**
  72639. * The keyup event is fired when a key has been released.
  72640. */
  72641. static readonly KEYUP: number;
  72642. }
  72643. /**
  72644. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72645. */
  72646. export class KeyboardInfo {
  72647. /**
  72648. * Defines the type of event (KeyboardEventTypes)
  72649. */
  72650. type: number;
  72651. /**
  72652. * Defines the related dom event
  72653. */
  72654. event: KeyboardEvent;
  72655. /**
  72656. * Instantiates a new keyboard info.
  72657. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72658. * @param type Defines the type of event (KeyboardEventTypes)
  72659. * @param event Defines the related dom event
  72660. */
  72661. constructor(
  72662. /**
  72663. * Defines the type of event (KeyboardEventTypes)
  72664. */
  72665. type: number,
  72666. /**
  72667. * Defines the related dom event
  72668. */
  72669. event: KeyboardEvent);
  72670. }
  72671. /**
  72672. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72673. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72674. */
  72675. export class KeyboardInfoPre extends KeyboardInfo {
  72676. /**
  72677. * Defines the type of event (KeyboardEventTypes)
  72678. */
  72679. type: number;
  72680. /**
  72681. * Defines the related dom event
  72682. */
  72683. event: KeyboardEvent;
  72684. /**
  72685. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72686. */
  72687. skipOnPointerObservable: boolean;
  72688. /**
  72689. * Instantiates a new keyboard pre info.
  72690. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72691. * @param type Defines the type of event (KeyboardEventTypes)
  72692. * @param event Defines the related dom event
  72693. */
  72694. constructor(
  72695. /**
  72696. * Defines the type of event (KeyboardEventTypes)
  72697. */
  72698. type: number,
  72699. /**
  72700. * Defines the related dom event
  72701. */
  72702. event: KeyboardEvent);
  72703. }
  72704. }
  72705. declare module BABYLON {
  72706. /**
  72707. * Manage the keyboard inputs to control the movement of a free camera.
  72708. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72709. */
  72710. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  72711. /**
  72712. * Defines the camera the input is attached to.
  72713. */
  72714. camera: FreeCamera;
  72715. /**
  72716. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  72717. */
  72718. keysUp: number[];
  72719. /**
  72720. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  72721. */
  72722. keysDown: number[];
  72723. /**
  72724. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  72725. */
  72726. keysLeft: number[];
  72727. /**
  72728. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  72729. */
  72730. keysRight: number[];
  72731. private _keys;
  72732. private _onCanvasBlurObserver;
  72733. private _onKeyboardObserver;
  72734. private _engine;
  72735. private _scene;
  72736. /**
  72737. * Attach the input controls to a specific dom element to get the input from.
  72738. * @param element Defines the element the controls should be listened from
  72739. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72740. */
  72741. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72742. /**
  72743. * Detach the current controls from the specified dom element.
  72744. * @param element Defines the element to stop listening the inputs from
  72745. */
  72746. detachControl(element: Nullable<HTMLElement>): void;
  72747. /**
  72748. * Update the current camera state depending on the inputs that have been used this frame.
  72749. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72750. */
  72751. checkInputs(): void;
  72752. /**
  72753. * Gets the class name of the current intput.
  72754. * @returns the class name
  72755. */
  72756. getClassName(): string;
  72757. /** @hidden */
  72758. _onLostFocus(): void;
  72759. /**
  72760. * Get the friendly name associated with the input class.
  72761. * @returns the input friendly name
  72762. */
  72763. getSimpleName(): string;
  72764. }
  72765. }
  72766. declare module BABYLON {
  72767. /**
  72768. * Interface describing all the common properties and methods a shadow light needs to implement.
  72769. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  72770. * as well as binding the different shadow properties to the effects.
  72771. */
  72772. export interface IShadowLight extends Light {
  72773. /**
  72774. * The light id in the scene (used in scene.findLighById for instance)
  72775. */
  72776. id: string;
  72777. /**
  72778. * The position the shdow will be casted from.
  72779. */
  72780. position: Vector3;
  72781. /**
  72782. * In 2d mode (needCube being false), the direction used to cast the shadow.
  72783. */
  72784. direction: Vector3;
  72785. /**
  72786. * The transformed position. Position of the light in world space taking parenting in account.
  72787. */
  72788. transformedPosition: Vector3;
  72789. /**
  72790. * The transformed direction. Direction of the light in world space taking parenting in account.
  72791. */
  72792. transformedDirection: Vector3;
  72793. /**
  72794. * The friendly name of the light in the scene.
  72795. */
  72796. name: string;
  72797. /**
  72798. * Defines the shadow projection clipping minimum z value.
  72799. */
  72800. shadowMinZ: number;
  72801. /**
  72802. * Defines the shadow projection clipping maximum z value.
  72803. */
  72804. shadowMaxZ: number;
  72805. /**
  72806. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72807. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72808. */
  72809. computeTransformedInformation(): boolean;
  72810. /**
  72811. * Gets the scene the light belongs to.
  72812. * @returns The scene
  72813. */
  72814. getScene(): Scene;
  72815. /**
  72816. * Callback defining a custom Projection Matrix Builder.
  72817. * This can be used to override the default projection matrix computation.
  72818. */
  72819. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72820. /**
  72821. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72822. * @param matrix The materix to updated with the projection information
  72823. * @param viewMatrix The transform matrix of the light
  72824. * @param renderList The list of mesh to render in the map
  72825. * @returns The current light
  72826. */
  72827. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72828. /**
  72829. * Gets the current depth scale used in ESM.
  72830. * @returns The scale
  72831. */
  72832. getDepthScale(): number;
  72833. /**
  72834. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72835. * @returns true if a cube texture needs to be use
  72836. */
  72837. needCube(): boolean;
  72838. /**
  72839. * Detects if the projection matrix requires to be recomputed this frame.
  72840. * @returns true if it requires to be recomputed otherwise, false.
  72841. */
  72842. needProjectionMatrixCompute(): boolean;
  72843. /**
  72844. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72845. */
  72846. forceProjectionMatrixCompute(): void;
  72847. /**
  72848. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72849. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72850. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72851. */
  72852. getShadowDirection(faceIndex?: number): Vector3;
  72853. /**
  72854. * Gets the minZ used for shadow according to both the scene and the light.
  72855. * @param activeCamera The camera we are returning the min for
  72856. * @returns the depth min z
  72857. */
  72858. getDepthMinZ(activeCamera: Camera): number;
  72859. /**
  72860. * Gets the maxZ used for shadow according to both the scene and the light.
  72861. * @param activeCamera The camera we are returning the max for
  72862. * @returns the depth max z
  72863. */
  72864. getDepthMaxZ(activeCamera: Camera): number;
  72865. }
  72866. /**
  72867. * Base implementation IShadowLight
  72868. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  72869. */
  72870. export abstract class ShadowLight extends Light implements IShadowLight {
  72871. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  72872. protected _position: Vector3;
  72873. protected _setPosition(value: Vector3): void;
  72874. /**
  72875. * Sets the position the shadow will be casted from. Also use as the light position for both
  72876. * point and spot lights.
  72877. */
  72878. /**
  72879. * Sets the position the shadow will be casted from. Also use as the light position for both
  72880. * point and spot lights.
  72881. */
  72882. position: Vector3;
  72883. protected _direction: Vector3;
  72884. protected _setDirection(value: Vector3): void;
  72885. /**
  72886. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  72887. * Also use as the light direction on spot and directional lights.
  72888. */
  72889. /**
  72890. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  72891. * Also use as the light direction on spot and directional lights.
  72892. */
  72893. direction: Vector3;
  72894. private _shadowMinZ;
  72895. /**
  72896. * Gets the shadow projection clipping minimum z value.
  72897. */
  72898. /**
  72899. * Sets the shadow projection clipping minimum z value.
  72900. */
  72901. shadowMinZ: number;
  72902. private _shadowMaxZ;
  72903. /**
  72904. * Sets the shadow projection clipping maximum z value.
  72905. */
  72906. /**
  72907. * Gets the shadow projection clipping maximum z value.
  72908. */
  72909. shadowMaxZ: number;
  72910. /**
  72911. * Callback defining a custom Projection Matrix Builder.
  72912. * This can be used to override the default projection matrix computation.
  72913. */
  72914. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72915. /**
  72916. * The transformed position. Position of the light in world space taking parenting in account.
  72917. */
  72918. transformedPosition: Vector3;
  72919. /**
  72920. * The transformed direction. Direction of the light in world space taking parenting in account.
  72921. */
  72922. transformedDirection: Vector3;
  72923. private _needProjectionMatrixCompute;
  72924. /**
  72925. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72926. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72927. */
  72928. computeTransformedInformation(): boolean;
  72929. /**
  72930. * Return the depth scale used for the shadow map.
  72931. * @returns the depth scale.
  72932. */
  72933. getDepthScale(): number;
  72934. /**
  72935. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72936. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72937. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72938. */
  72939. getShadowDirection(faceIndex?: number): Vector3;
  72940. /**
  72941. * Returns the ShadowLight absolute position in the World.
  72942. * @returns the position vector in world space
  72943. */
  72944. getAbsolutePosition(): Vector3;
  72945. /**
  72946. * Sets the ShadowLight direction toward the passed target.
  72947. * @param target The point to target in local space
  72948. * @returns the updated ShadowLight direction
  72949. */
  72950. setDirectionToTarget(target: Vector3): Vector3;
  72951. /**
  72952. * Returns the light rotation in euler definition.
  72953. * @returns the x y z rotation in local space.
  72954. */
  72955. getRotation(): Vector3;
  72956. /**
  72957. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72958. * @returns true if a cube texture needs to be use
  72959. */
  72960. needCube(): boolean;
  72961. /**
  72962. * Detects if the projection matrix requires to be recomputed this frame.
  72963. * @returns true if it requires to be recomputed otherwise, false.
  72964. */
  72965. needProjectionMatrixCompute(): boolean;
  72966. /**
  72967. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72968. */
  72969. forceProjectionMatrixCompute(): void;
  72970. /** @hidden */
  72971. _initCache(): void;
  72972. /** @hidden */
  72973. _isSynchronized(): boolean;
  72974. /**
  72975. * Computes the world matrix of the node
  72976. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  72977. * @returns the world matrix
  72978. */
  72979. computeWorldMatrix(force?: boolean): Matrix;
  72980. /**
  72981. * Gets the minZ used for shadow according to both the scene and the light.
  72982. * @param activeCamera The camera we are returning the min for
  72983. * @returns the depth min z
  72984. */
  72985. getDepthMinZ(activeCamera: Camera): number;
  72986. /**
  72987. * Gets the maxZ used for shadow according to both the scene and the light.
  72988. * @param activeCamera The camera we are returning the max for
  72989. * @returns the depth max z
  72990. */
  72991. getDepthMaxZ(activeCamera: Camera): number;
  72992. /**
  72993. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72994. * @param matrix The materix to updated with the projection information
  72995. * @param viewMatrix The transform matrix of the light
  72996. * @param renderList The list of mesh to render in the map
  72997. * @returns The current light
  72998. */
  72999. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73000. }
  73001. }
  73002. declare module BABYLON {
  73003. /**
  73004. * "Static Class" containing the most commonly used helper while dealing with material for
  73005. * rendering purpose.
  73006. *
  73007. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  73008. *
  73009. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  73010. */
  73011. export class MaterialHelper {
  73012. /**
  73013. * Bind the current view position to an effect.
  73014. * @param effect The effect to be bound
  73015. * @param scene The scene the eyes position is used from
  73016. */
  73017. static BindEyePosition(effect: Effect, scene: Scene): void;
  73018. /**
  73019. * Helps preparing the defines values about the UVs in used in the effect.
  73020. * UVs are shared as much as we can accross channels in the shaders.
  73021. * @param texture The texture we are preparing the UVs for
  73022. * @param defines The defines to update
  73023. * @param key The channel key "diffuse", "specular"... used in the shader
  73024. */
  73025. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  73026. /**
  73027. * Binds a texture matrix value to its corrsponding uniform
  73028. * @param texture The texture to bind the matrix for
  73029. * @param uniformBuffer The uniform buffer receivin the data
  73030. * @param key The channel key "diffuse", "specular"... used in the shader
  73031. */
  73032. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  73033. /**
  73034. * Gets the current status of the fog (should it be enabled?)
  73035. * @param mesh defines the mesh to evaluate for fog support
  73036. * @param scene defines the hosting scene
  73037. * @returns true if fog must be enabled
  73038. */
  73039. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  73040. /**
  73041. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  73042. * @param mesh defines the current mesh
  73043. * @param scene defines the current scene
  73044. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  73045. * @param pointsCloud defines if point cloud rendering has to be turned on
  73046. * @param fogEnabled defines if fog has to be turned on
  73047. * @param alphaTest defines if alpha testing has to be turned on
  73048. * @param defines defines the current list of defines
  73049. */
  73050. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  73051. /**
  73052. * Helper used to prepare the list of defines associated with frame values for shader compilation
  73053. * @param scene defines the current scene
  73054. * @param engine defines the current engine
  73055. * @param defines specifies the list of active defines
  73056. * @param useInstances defines if instances have to be turned on
  73057. * @param useClipPlane defines if clip plane have to be turned on
  73058. */
  73059. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  73060. /**
  73061. * Prepares the defines for bones
  73062. * @param mesh The mesh containing the geometry data we will draw
  73063. * @param defines The defines to update
  73064. */
  73065. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  73066. /**
  73067. * Prepares the defines for morph targets
  73068. * @param mesh The mesh containing the geometry data we will draw
  73069. * @param defines The defines to update
  73070. */
  73071. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  73072. /**
  73073. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  73074. * @param mesh The mesh containing the geometry data we will draw
  73075. * @param defines The defines to update
  73076. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  73077. * @param useBones Precise whether bones should be used or not (override mesh info)
  73078. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  73079. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  73080. * @returns false if defines are considered not dirty and have not been checked
  73081. */
  73082. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  73083. /**
  73084. * Prepares the defines related to multiview
  73085. * @param scene The scene we are intending to draw
  73086. * @param defines The defines to update
  73087. */
  73088. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  73089. /**
  73090. * Prepares the defines related to the light information passed in parameter
  73091. * @param scene The scene we are intending to draw
  73092. * @param mesh The mesh the effect is compiling for
  73093. * @param light The light the effect is compiling for
  73094. * @param lightIndex The index of the light
  73095. * @param defines The defines to update
  73096. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73097. * @param state Defines the current state regarding what is needed (normals, etc...)
  73098. */
  73099. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  73100. needNormals: boolean;
  73101. needRebuild: boolean;
  73102. shadowEnabled: boolean;
  73103. specularEnabled: boolean;
  73104. lightmapMode: boolean;
  73105. }): void;
  73106. /**
  73107. * Prepares the defines related to the light information passed in parameter
  73108. * @param scene The scene we are intending to draw
  73109. * @param mesh The mesh the effect is compiling for
  73110. * @param defines The defines to update
  73111. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73112. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  73113. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  73114. * @returns true if normals will be required for the rest of the effect
  73115. */
  73116. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  73117. /**
  73118. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  73119. * @param lightIndex defines the light index
  73120. * @param uniformsList The uniform list
  73121. * @param samplersList The sampler list
  73122. * @param projectedLightTexture defines if projected texture must be used
  73123. * @param uniformBuffersList defines an optional list of uniform buffers
  73124. */
  73125. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  73126. /**
  73127. * Prepares the uniforms and samplers list to be used in the effect
  73128. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  73129. * @param samplersList The sampler list
  73130. * @param defines The defines helping in the list generation
  73131. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  73132. */
  73133. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  73134. /**
  73135. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  73136. * @param defines The defines to update while falling back
  73137. * @param fallbacks The authorized effect fallbacks
  73138. * @param maxSimultaneousLights The maximum number of lights allowed
  73139. * @param rank the current rank of the Effect
  73140. * @returns The newly affected rank
  73141. */
  73142. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  73143. private static _TmpMorphInfluencers;
  73144. /**
  73145. * Prepares the list of attributes required for morph targets according to the effect defines.
  73146. * @param attribs The current list of supported attribs
  73147. * @param mesh The mesh to prepare the morph targets attributes for
  73148. * @param influencers The number of influencers
  73149. */
  73150. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  73151. /**
  73152. * Prepares the list of attributes required for morph targets according to the effect defines.
  73153. * @param attribs The current list of supported attribs
  73154. * @param mesh The mesh to prepare the morph targets attributes for
  73155. * @param defines The current Defines of the effect
  73156. */
  73157. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  73158. /**
  73159. * Prepares the list of attributes required for bones according to the effect defines.
  73160. * @param attribs The current list of supported attribs
  73161. * @param mesh The mesh to prepare the bones attributes for
  73162. * @param defines The current Defines of the effect
  73163. * @param fallbacks The current efffect fallback strategy
  73164. */
  73165. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  73166. /**
  73167. * Check and prepare the list of attributes required for instances according to the effect defines.
  73168. * @param attribs The current list of supported attribs
  73169. * @param defines The current MaterialDefines of the effect
  73170. */
  73171. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  73172. /**
  73173. * Add the list of attributes required for instances to the attribs array.
  73174. * @param attribs The current list of supported attribs
  73175. */
  73176. static PushAttributesForInstances(attribs: string[]): void;
  73177. /**
  73178. * Binds the light shadow information to the effect for the given mesh.
  73179. * @param light The light containing the generator
  73180. * @param scene The scene the lights belongs to
  73181. * @param mesh The mesh we are binding the information to render
  73182. * @param lightIndex The light index in the effect used to render the mesh
  73183. * @param effect The effect we are binding the data to
  73184. */
  73185. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  73186. /**
  73187. * Binds the light information to the effect.
  73188. * @param light The light containing the generator
  73189. * @param effect The effect we are binding the data to
  73190. * @param lightIndex The light index in the effect used to render
  73191. */
  73192. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  73193. /**
  73194. * Binds the lights information from the scene to the effect for the given mesh.
  73195. * @param light Light to bind
  73196. * @param lightIndex Light index
  73197. * @param scene The scene where the light belongs to
  73198. * @param mesh The mesh we are binding the information to render
  73199. * @param effect The effect we are binding the data to
  73200. * @param useSpecular Defines if specular is supported
  73201. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73202. */
  73203. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  73204. /**
  73205. * Binds the lights information from the scene to the effect for the given mesh.
  73206. * @param scene The scene the lights belongs to
  73207. * @param mesh The mesh we are binding the information to render
  73208. * @param effect The effect we are binding the data to
  73209. * @param defines The generated defines for the effect
  73210. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  73211. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73212. */
  73213. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  73214. private static _tempFogColor;
  73215. /**
  73216. * Binds the fog information from the scene to the effect for the given mesh.
  73217. * @param scene The scene the lights belongs to
  73218. * @param mesh The mesh we are binding the information to render
  73219. * @param effect The effect we are binding the data to
  73220. * @param linearSpace Defines if the fog effect is applied in linear space
  73221. */
  73222. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  73223. /**
  73224. * Binds the bones information from the mesh to the effect.
  73225. * @param mesh The mesh we are binding the information to render
  73226. * @param effect The effect we are binding the data to
  73227. */
  73228. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  73229. /**
  73230. * Binds the morph targets information from the mesh to the effect.
  73231. * @param abstractMesh The mesh we are binding the information to render
  73232. * @param effect The effect we are binding the data to
  73233. */
  73234. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  73235. /**
  73236. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  73237. * @param defines The generated defines used in the effect
  73238. * @param effect The effect we are binding the data to
  73239. * @param scene The scene we are willing to render with logarithmic scale for
  73240. */
  73241. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  73242. /**
  73243. * Binds the clip plane information from the scene to the effect.
  73244. * @param scene The scene the clip plane information are extracted from
  73245. * @param effect The effect we are binding the data to
  73246. */
  73247. static BindClipPlane(effect: Effect, scene: Scene): void;
  73248. }
  73249. }
  73250. declare module BABYLON {
  73251. /** @hidden */
  73252. export var packingFunctions: {
  73253. name: string;
  73254. shader: string;
  73255. };
  73256. }
  73257. declare module BABYLON {
  73258. /** @hidden */
  73259. export var shadowMapPixelShader: {
  73260. name: string;
  73261. shader: string;
  73262. };
  73263. }
  73264. declare module BABYLON {
  73265. /** @hidden */
  73266. export var bonesDeclaration: {
  73267. name: string;
  73268. shader: string;
  73269. };
  73270. }
  73271. declare module BABYLON {
  73272. /** @hidden */
  73273. export var morphTargetsVertexGlobalDeclaration: {
  73274. name: string;
  73275. shader: string;
  73276. };
  73277. }
  73278. declare module BABYLON {
  73279. /** @hidden */
  73280. export var morphTargetsVertexDeclaration: {
  73281. name: string;
  73282. shader: string;
  73283. };
  73284. }
  73285. declare module BABYLON {
  73286. /** @hidden */
  73287. export var instancesDeclaration: {
  73288. name: string;
  73289. shader: string;
  73290. };
  73291. }
  73292. declare module BABYLON {
  73293. /** @hidden */
  73294. export var helperFunctions: {
  73295. name: string;
  73296. shader: string;
  73297. };
  73298. }
  73299. declare module BABYLON {
  73300. /** @hidden */
  73301. export var morphTargetsVertex: {
  73302. name: string;
  73303. shader: string;
  73304. };
  73305. }
  73306. declare module BABYLON {
  73307. /** @hidden */
  73308. export var instancesVertex: {
  73309. name: string;
  73310. shader: string;
  73311. };
  73312. }
  73313. declare module BABYLON {
  73314. /** @hidden */
  73315. export var bonesVertex: {
  73316. name: string;
  73317. shader: string;
  73318. };
  73319. }
  73320. declare module BABYLON {
  73321. /** @hidden */
  73322. export var shadowMapVertexShader: {
  73323. name: string;
  73324. shader: string;
  73325. };
  73326. }
  73327. declare module BABYLON {
  73328. /** @hidden */
  73329. export var depthBoxBlurPixelShader: {
  73330. name: string;
  73331. shader: string;
  73332. };
  73333. }
  73334. declare module BABYLON {
  73335. /**
  73336. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73337. */
  73338. export interface ICustomShaderOptions {
  73339. /**
  73340. * Gets or sets the custom shader name to use
  73341. */
  73342. shaderName: string;
  73343. /**
  73344. * The list of attribute names used in the shader
  73345. */
  73346. attributes?: string[];
  73347. /**
  73348. * The list of unifrom names used in the shader
  73349. */
  73350. uniforms?: string[];
  73351. /**
  73352. * The list of sampler names used in the shader
  73353. */
  73354. samplers?: string[];
  73355. /**
  73356. * The list of defines used in the shader
  73357. */
  73358. defines?: string[];
  73359. }
  73360. /**
  73361. * Interface to implement to create a shadow generator compatible with BJS.
  73362. */
  73363. export interface IShadowGenerator {
  73364. /**
  73365. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73366. * @returns The render target texture if present otherwise, null
  73367. */
  73368. getShadowMap(): Nullable<RenderTargetTexture>;
  73369. /**
  73370. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73371. * @returns The render target texture if the shadow map is present otherwise, null
  73372. */
  73373. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73374. /**
  73375. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73376. * @param subMesh The submesh we want to render in the shadow map
  73377. * @param useInstances Defines wether will draw in the map using instances
  73378. * @returns true if ready otherwise, false
  73379. */
  73380. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73381. /**
  73382. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73383. * @param defines Defines of the material we want to update
  73384. * @param lightIndex Index of the light in the enabled light list of the material
  73385. */
  73386. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73387. /**
  73388. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73389. * defined in the generator but impacting the effect).
  73390. * It implies the unifroms available on the materials are the standard BJS ones.
  73391. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73392. * @param effect The effect we are binfing the information for
  73393. */
  73394. bindShadowLight(lightIndex: string, effect: Effect): void;
  73395. /**
  73396. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73397. * (eq to shadow prjection matrix * light transform matrix)
  73398. * @returns The transform matrix used to create the shadow map
  73399. */
  73400. getTransformMatrix(): Matrix;
  73401. /**
  73402. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73403. * Cube and 2D textures for instance.
  73404. */
  73405. recreateShadowMap(): void;
  73406. /**
  73407. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73408. * @param onCompiled Callback triggered at the and of the effects compilation
  73409. * @param options Sets of optional options forcing the compilation with different modes
  73410. */
  73411. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73412. useInstances: boolean;
  73413. }>): void;
  73414. /**
  73415. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73416. * @param options Sets of optional options forcing the compilation with different modes
  73417. * @returns A promise that resolves when the compilation completes
  73418. */
  73419. forceCompilationAsync(options?: Partial<{
  73420. useInstances: boolean;
  73421. }>): Promise<void>;
  73422. /**
  73423. * Serializes the shadow generator setup to a json object.
  73424. * @returns The serialized JSON object
  73425. */
  73426. serialize(): any;
  73427. /**
  73428. * Disposes the Shadow map and related Textures and effects.
  73429. */
  73430. dispose(): void;
  73431. }
  73432. /**
  73433. * Default implementation IShadowGenerator.
  73434. * This is the main object responsible of generating shadows in the framework.
  73435. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  73436. */
  73437. export class ShadowGenerator implements IShadowGenerator {
  73438. /**
  73439. * Shadow generator mode None: no filtering applied.
  73440. */
  73441. static readonly FILTER_NONE: number;
  73442. /**
  73443. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73444. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73445. */
  73446. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  73447. /**
  73448. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73449. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73450. */
  73451. static readonly FILTER_POISSONSAMPLING: number;
  73452. /**
  73453. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73454. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73455. */
  73456. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  73457. /**
  73458. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73459. * edge artifacts on steep falloff.
  73460. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73461. */
  73462. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  73463. /**
  73464. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73465. * edge artifacts on steep falloff.
  73466. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73467. */
  73468. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  73469. /**
  73470. * Shadow generator mode PCF: Percentage Closer Filtering
  73471. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73472. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73473. */
  73474. static readonly FILTER_PCF: number;
  73475. /**
  73476. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73477. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73478. * Contact Hardening
  73479. */
  73480. static readonly FILTER_PCSS: number;
  73481. /**
  73482. * Reserved for PCF and PCSS
  73483. * Highest Quality.
  73484. *
  73485. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73486. *
  73487. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73488. */
  73489. static readonly QUALITY_HIGH: number;
  73490. /**
  73491. * Reserved for PCF and PCSS
  73492. * Good tradeoff for quality/perf cross devices
  73493. *
  73494. * Execute PCF on a 3*3 kernel.
  73495. *
  73496. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73497. */
  73498. static readonly QUALITY_MEDIUM: number;
  73499. /**
  73500. * Reserved for PCF and PCSS
  73501. * The lowest quality but the fastest.
  73502. *
  73503. * Execute PCF on a 1*1 kernel.
  73504. *
  73505. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73506. */
  73507. static readonly QUALITY_LOW: number;
  73508. /** Gets or sets the custom shader name to use */
  73509. customShaderOptions: ICustomShaderOptions;
  73510. /**
  73511. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73512. */
  73513. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73514. /**
  73515. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73516. */
  73517. onAfterShadowMapRenderObservable: Observable<Effect>;
  73518. /**
  73519. * Observable triggered before a mesh is rendered in the shadow map.
  73520. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73521. */
  73522. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73523. /**
  73524. * Observable triggered after a mesh is rendered in the shadow map.
  73525. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73526. */
  73527. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73528. private _bias;
  73529. /**
  73530. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73531. */
  73532. /**
  73533. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73534. */
  73535. bias: number;
  73536. private _normalBias;
  73537. /**
  73538. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73539. */
  73540. /**
  73541. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73542. */
  73543. normalBias: number;
  73544. private _blurBoxOffset;
  73545. /**
  73546. * Gets the blur box offset: offset applied during the blur pass.
  73547. * Only useful if useKernelBlur = false
  73548. */
  73549. /**
  73550. * Sets the blur box offset: offset applied during the blur pass.
  73551. * Only useful if useKernelBlur = false
  73552. */
  73553. blurBoxOffset: number;
  73554. private _blurScale;
  73555. /**
  73556. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  73557. * 2 means half of the size.
  73558. */
  73559. /**
  73560. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  73561. * 2 means half of the size.
  73562. */
  73563. blurScale: number;
  73564. private _blurKernel;
  73565. /**
  73566. * Gets the blur kernel: kernel size of the blur pass.
  73567. * Only useful if useKernelBlur = true
  73568. */
  73569. /**
  73570. * Sets the blur kernel: kernel size of the blur pass.
  73571. * Only useful if useKernelBlur = true
  73572. */
  73573. blurKernel: number;
  73574. private _useKernelBlur;
  73575. /**
  73576. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  73577. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73578. */
  73579. /**
  73580. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73581. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73582. */
  73583. useKernelBlur: boolean;
  73584. private _depthScale;
  73585. /**
  73586. * Gets the depth scale used in ESM mode.
  73587. */
  73588. /**
  73589. * Sets the depth scale used in ESM mode.
  73590. * This can override the scale stored on the light.
  73591. */
  73592. depthScale: number;
  73593. private _filter;
  73594. /**
  73595. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73596. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73597. */
  73598. /**
  73599. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73600. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73601. */
  73602. filter: number;
  73603. /**
  73604. * Gets if the current filter is set to Poisson Sampling.
  73605. */
  73606. /**
  73607. * Sets the current filter to Poisson Sampling.
  73608. */
  73609. usePoissonSampling: boolean;
  73610. /**
  73611. * Gets if the current filter is set to ESM.
  73612. */
  73613. /**
  73614. * Sets the current filter is to ESM.
  73615. */
  73616. useExponentialShadowMap: boolean;
  73617. /**
  73618. * Gets if the current filter is set to filtered ESM.
  73619. */
  73620. /**
  73621. * Gets if the current filter is set to filtered ESM.
  73622. */
  73623. useBlurExponentialShadowMap: boolean;
  73624. /**
  73625. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73626. * exponential to prevent steep falloff artifacts).
  73627. */
  73628. /**
  73629. * Sets the current filter to "close ESM" (using the inverse of the
  73630. * exponential to prevent steep falloff artifacts).
  73631. */
  73632. useCloseExponentialShadowMap: boolean;
  73633. /**
  73634. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73635. * exponential to prevent steep falloff artifacts).
  73636. */
  73637. /**
  73638. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73639. * exponential to prevent steep falloff artifacts).
  73640. */
  73641. useBlurCloseExponentialShadowMap: boolean;
  73642. /**
  73643. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73644. */
  73645. /**
  73646. * Sets the current filter to "PCF" (percentage closer filtering).
  73647. */
  73648. usePercentageCloserFiltering: boolean;
  73649. private _filteringQuality;
  73650. /**
  73651. * Gets the PCF or PCSS Quality.
  73652. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73653. */
  73654. /**
  73655. * Sets the PCF or PCSS Quality.
  73656. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73657. */
  73658. filteringQuality: number;
  73659. /**
  73660. * Gets if the current filter is set to "PCSS" (contact hardening).
  73661. */
  73662. /**
  73663. * Sets the current filter to "PCSS" (contact hardening).
  73664. */
  73665. useContactHardeningShadow: boolean;
  73666. private _contactHardeningLightSizeUVRatio;
  73667. /**
  73668. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73669. * Using a ratio helps keeping shape stability independently of the map size.
  73670. *
  73671. * It does not account for the light projection as it was having too much
  73672. * instability during the light setup or during light position changes.
  73673. *
  73674. * Only valid if useContactHardeningShadow is true.
  73675. */
  73676. /**
  73677. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73678. * Using a ratio helps keeping shape stability independently of the map size.
  73679. *
  73680. * It does not account for the light projection as it was having too much
  73681. * instability during the light setup or during light position changes.
  73682. *
  73683. * Only valid if useContactHardeningShadow is true.
  73684. */
  73685. contactHardeningLightSizeUVRatio: number;
  73686. private _darkness;
  73687. /** Gets or sets the actual darkness of a shadow */
  73688. darkness: number;
  73689. /**
  73690. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  73691. * 0 means strongest and 1 would means no shadow.
  73692. * @returns the darkness.
  73693. */
  73694. getDarkness(): number;
  73695. /**
  73696. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  73697. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  73698. * @returns the shadow generator allowing fluent coding.
  73699. */
  73700. setDarkness(darkness: number): ShadowGenerator;
  73701. private _transparencyShadow;
  73702. /** Gets or sets the ability to have transparent shadow */
  73703. transparencyShadow: boolean;
  73704. /**
  73705. * Sets the ability to have transparent shadow (boolean).
  73706. * @param transparent True if transparent else False
  73707. * @returns the shadow generator allowing fluent coding
  73708. */
  73709. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  73710. private _shadowMap;
  73711. private _shadowMap2;
  73712. /**
  73713. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73714. * @returns The render target texture if present otherwise, null
  73715. */
  73716. getShadowMap(): Nullable<RenderTargetTexture>;
  73717. /**
  73718. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73719. * @returns The render target texture if the shadow map is present otherwise, null
  73720. */
  73721. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73722. /**
  73723. * Gets the class name of that object
  73724. * @returns "ShadowGenerator"
  73725. */
  73726. getClassName(): string;
  73727. /**
  73728. * Helper function to add a mesh and its descendants to the list of shadow casters.
  73729. * @param mesh Mesh to add
  73730. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  73731. * @returns the Shadow Generator itself
  73732. */
  73733. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73734. /**
  73735. * Helper function to remove a mesh and its descendants from the list of shadow casters
  73736. * @param mesh Mesh to remove
  73737. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  73738. * @returns the Shadow Generator itself
  73739. */
  73740. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73741. /**
  73742. * Controls the extent to which the shadows fade out at the edge of the frustum
  73743. * Used only by directionals and spots
  73744. */
  73745. frustumEdgeFalloff: number;
  73746. private _light;
  73747. /**
  73748. * Returns the associated light object.
  73749. * @returns the light generating the shadow
  73750. */
  73751. getLight(): IShadowLight;
  73752. /**
  73753. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  73754. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  73755. * It might on the other hand introduce peter panning.
  73756. */
  73757. forceBackFacesOnly: boolean;
  73758. private _scene;
  73759. private _lightDirection;
  73760. private _effect;
  73761. private _viewMatrix;
  73762. private _projectionMatrix;
  73763. private _transformMatrix;
  73764. private _cachedPosition;
  73765. private _cachedDirection;
  73766. private _cachedDefines;
  73767. private _currentRenderID;
  73768. private _boxBlurPostprocess;
  73769. private _kernelBlurXPostprocess;
  73770. private _kernelBlurYPostprocess;
  73771. private _blurPostProcesses;
  73772. private _mapSize;
  73773. private _currentFaceIndex;
  73774. private _currentFaceIndexCache;
  73775. private _textureType;
  73776. private _defaultTextureMatrix;
  73777. /** @hidden */
  73778. static _SceneComponentInitialization: (scene: Scene) => void;
  73779. /**
  73780. * Creates a ShadowGenerator object.
  73781. * A ShadowGenerator is the required tool to use the shadows.
  73782. * Each light casting shadows needs to use its own ShadowGenerator.
  73783. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  73784. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  73785. * @param light The light object generating the shadows.
  73786. * @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.
  73787. */
  73788. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  73789. private _initializeGenerator;
  73790. private _initializeShadowMap;
  73791. private _initializeBlurRTTAndPostProcesses;
  73792. private _renderForShadowMap;
  73793. private _renderSubMeshForShadowMap;
  73794. private _applyFilterValues;
  73795. /**
  73796. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73797. * @param onCompiled Callback triggered at the and of the effects compilation
  73798. * @param options Sets of optional options forcing the compilation with different modes
  73799. */
  73800. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73801. useInstances: boolean;
  73802. }>): void;
  73803. /**
  73804. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73805. * @param options Sets of optional options forcing the compilation with different modes
  73806. * @returns A promise that resolves when the compilation completes
  73807. */
  73808. forceCompilationAsync(options?: Partial<{
  73809. useInstances: boolean;
  73810. }>): Promise<void>;
  73811. /**
  73812. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73813. * @param subMesh The submesh we want to render in the shadow map
  73814. * @param useInstances Defines wether will draw in the map using instances
  73815. * @returns true if ready otherwise, false
  73816. */
  73817. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73818. /**
  73819. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73820. * @param defines Defines of the material we want to update
  73821. * @param lightIndex Index of the light in the enabled light list of the material
  73822. */
  73823. prepareDefines(defines: any, lightIndex: number): void;
  73824. /**
  73825. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73826. * defined in the generator but impacting the effect).
  73827. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73828. * @param effect The effect we are binfing the information for
  73829. */
  73830. bindShadowLight(lightIndex: string, effect: Effect): void;
  73831. /**
  73832. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73833. * (eq to shadow prjection matrix * light transform matrix)
  73834. * @returns The transform matrix used to create the shadow map
  73835. */
  73836. getTransformMatrix(): Matrix;
  73837. /**
  73838. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73839. * Cube and 2D textures for instance.
  73840. */
  73841. recreateShadowMap(): void;
  73842. private _disposeBlurPostProcesses;
  73843. private _disposeRTTandPostProcesses;
  73844. /**
  73845. * Disposes the ShadowGenerator.
  73846. * Returns nothing.
  73847. */
  73848. dispose(): void;
  73849. /**
  73850. * Serializes the shadow generator setup to a json object.
  73851. * @returns The serialized JSON object
  73852. */
  73853. serialize(): any;
  73854. /**
  73855. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73856. * @param parsedShadowGenerator The JSON object to parse
  73857. * @param scene The scene to create the shadow map for
  73858. * @returns The parsed shadow generator
  73859. */
  73860. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  73861. }
  73862. }
  73863. declare module BABYLON {
  73864. /**
  73865. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  73866. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  73867. * 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.
  73868. */
  73869. export abstract class Light extends Node {
  73870. /**
  73871. * Falloff Default: light is falling off following the material specification:
  73872. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  73873. */
  73874. static readonly FALLOFF_DEFAULT: number;
  73875. /**
  73876. * Falloff Physical: light is falling off following the inverse squared distance law.
  73877. */
  73878. static readonly FALLOFF_PHYSICAL: number;
  73879. /**
  73880. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  73881. * to enhance interoperability with other engines.
  73882. */
  73883. static readonly FALLOFF_GLTF: number;
  73884. /**
  73885. * Falloff Standard: light is falling off like in the standard material
  73886. * to enhance interoperability with other materials.
  73887. */
  73888. static readonly FALLOFF_STANDARD: number;
  73889. /**
  73890. * If every light affecting the material is in this lightmapMode,
  73891. * material.lightmapTexture adds or multiplies
  73892. * (depends on material.useLightmapAsShadowmap)
  73893. * after every other light calculations.
  73894. */
  73895. static readonly LIGHTMAP_DEFAULT: number;
  73896. /**
  73897. * material.lightmapTexture as only diffuse lighting from this light
  73898. * adds only specular lighting from this light
  73899. * adds dynamic shadows
  73900. */
  73901. static readonly LIGHTMAP_SPECULAR: number;
  73902. /**
  73903. * material.lightmapTexture as only lighting
  73904. * no light calculation from this light
  73905. * only adds dynamic shadows from this light
  73906. */
  73907. static readonly LIGHTMAP_SHADOWSONLY: number;
  73908. /**
  73909. * Each light type uses the default quantity according to its type:
  73910. * point/spot lights use luminous intensity
  73911. * directional lights use illuminance
  73912. */
  73913. static readonly INTENSITYMODE_AUTOMATIC: number;
  73914. /**
  73915. * lumen (lm)
  73916. */
  73917. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  73918. /**
  73919. * candela (lm/sr)
  73920. */
  73921. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  73922. /**
  73923. * lux (lm/m^2)
  73924. */
  73925. static readonly INTENSITYMODE_ILLUMINANCE: number;
  73926. /**
  73927. * nit (cd/m^2)
  73928. */
  73929. static readonly INTENSITYMODE_LUMINANCE: number;
  73930. /**
  73931. * Light type const id of the point light.
  73932. */
  73933. static readonly LIGHTTYPEID_POINTLIGHT: number;
  73934. /**
  73935. * Light type const id of the directional light.
  73936. */
  73937. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  73938. /**
  73939. * Light type const id of the spot light.
  73940. */
  73941. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  73942. /**
  73943. * Light type const id of the hemispheric light.
  73944. */
  73945. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  73946. /**
  73947. * Diffuse gives the basic color to an object.
  73948. */
  73949. diffuse: Color3;
  73950. /**
  73951. * Specular produces a highlight color on an object.
  73952. * Note: This is note affecting PBR materials.
  73953. */
  73954. specular: Color3;
  73955. /**
  73956. * Defines the falloff type for this light. This lets overrriding how punctual light are
  73957. * falling off base on range or angle.
  73958. * This can be set to any values in Light.FALLOFF_x.
  73959. *
  73960. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  73961. * other types of materials.
  73962. */
  73963. falloffType: number;
  73964. /**
  73965. * Strength of the light.
  73966. * Note: By default it is define in the framework own unit.
  73967. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  73968. */
  73969. intensity: number;
  73970. private _range;
  73971. protected _inverseSquaredRange: number;
  73972. /**
  73973. * Defines how far from the source the light is impacting in scene units.
  73974. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73975. */
  73976. /**
  73977. * Defines how far from the source the light is impacting in scene units.
  73978. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73979. */
  73980. range: number;
  73981. /**
  73982. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  73983. * of light.
  73984. */
  73985. private _photometricScale;
  73986. private _intensityMode;
  73987. /**
  73988. * Gets the photometric scale used to interpret the intensity.
  73989. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73990. */
  73991. /**
  73992. * Sets the photometric scale used to interpret the intensity.
  73993. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73994. */
  73995. intensityMode: number;
  73996. private _radius;
  73997. /**
  73998. * Gets the light radius used by PBR Materials to simulate soft area lights.
  73999. */
  74000. /**
  74001. * sets the light radius used by PBR Materials to simulate soft area lights.
  74002. */
  74003. radius: number;
  74004. private _renderPriority;
  74005. /**
  74006. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  74007. * exceeding the number allowed of the materials.
  74008. */
  74009. renderPriority: number;
  74010. private _shadowEnabled;
  74011. /**
  74012. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74013. * the current shadow generator.
  74014. */
  74015. /**
  74016. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74017. * the current shadow generator.
  74018. */
  74019. shadowEnabled: boolean;
  74020. private _includedOnlyMeshes;
  74021. /**
  74022. * Gets the only meshes impacted by this light.
  74023. */
  74024. /**
  74025. * Sets the only meshes impacted by this light.
  74026. */
  74027. includedOnlyMeshes: AbstractMesh[];
  74028. private _excludedMeshes;
  74029. /**
  74030. * Gets the meshes not impacted by this light.
  74031. */
  74032. /**
  74033. * Sets the meshes not impacted by this light.
  74034. */
  74035. excludedMeshes: AbstractMesh[];
  74036. private _excludeWithLayerMask;
  74037. /**
  74038. * Gets the layer id use to find what meshes are not impacted by the light.
  74039. * Inactive if 0
  74040. */
  74041. /**
  74042. * Sets the layer id use to find what meshes are not impacted by the light.
  74043. * Inactive if 0
  74044. */
  74045. excludeWithLayerMask: number;
  74046. private _includeOnlyWithLayerMask;
  74047. /**
  74048. * Gets the layer id use to find what meshes are impacted by the light.
  74049. * Inactive if 0
  74050. */
  74051. /**
  74052. * Sets the layer id use to find what meshes are impacted by the light.
  74053. * Inactive if 0
  74054. */
  74055. includeOnlyWithLayerMask: number;
  74056. private _lightmapMode;
  74057. /**
  74058. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74059. */
  74060. /**
  74061. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74062. */
  74063. lightmapMode: number;
  74064. /**
  74065. * Shadow generator associted to the light.
  74066. * @hidden Internal use only.
  74067. */
  74068. _shadowGenerator: Nullable<IShadowGenerator>;
  74069. /**
  74070. * @hidden Internal use only.
  74071. */
  74072. _excludedMeshesIds: string[];
  74073. /**
  74074. * @hidden Internal use only.
  74075. */
  74076. _includedOnlyMeshesIds: string[];
  74077. /**
  74078. * The current light unifom buffer.
  74079. * @hidden Internal use only.
  74080. */
  74081. _uniformBuffer: UniformBuffer;
  74082. /**
  74083. * Creates a Light object in the scene.
  74084. * Documentation : https://doc.babylonjs.com/babylon101/lights
  74085. * @param name The firendly name of the light
  74086. * @param scene The scene the light belongs too
  74087. */
  74088. constructor(name: string, scene: Scene);
  74089. protected abstract _buildUniformLayout(): void;
  74090. /**
  74091. * Sets the passed Effect "effect" with the Light information.
  74092. * @param effect The effect to update
  74093. * @param lightIndex The index of the light in the effect to update
  74094. * @returns The light
  74095. */
  74096. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  74097. /**
  74098. * Returns the string "Light".
  74099. * @returns the class name
  74100. */
  74101. getClassName(): string;
  74102. /** @hidden */
  74103. readonly _isLight: boolean;
  74104. /**
  74105. * Converts the light information to a readable string for debug purpose.
  74106. * @param fullDetails Supports for multiple levels of logging within scene loading
  74107. * @returns the human readable light info
  74108. */
  74109. toString(fullDetails?: boolean): string;
  74110. /** @hidden */
  74111. protected _syncParentEnabledState(): void;
  74112. /**
  74113. * Set the enabled state of this node.
  74114. * @param value - the new enabled state
  74115. */
  74116. setEnabled(value: boolean): void;
  74117. /**
  74118. * Returns the Light associated shadow generator if any.
  74119. * @return the associated shadow generator.
  74120. */
  74121. getShadowGenerator(): Nullable<IShadowGenerator>;
  74122. /**
  74123. * Returns a Vector3, the absolute light position in the World.
  74124. * @returns the world space position of the light
  74125. */
  74126. getAbsolutePosition(): Vector3;
  74127. /**
  74128. * Specifies if the light will affect the passed mesh.
  74129. * @param mesh The mesh to test against the light
  74130. * @return true the mesh is affected otherwise, false.
  74131. */
  74132. canAffectMesh(mesh: AbstractMesh): boolean;
  74133. /**
  74134. * Sort function to order lights for rendering.
  74135. * @param a First Light object to compare to second.
  74136. * @param b Second Light object to compare first.
  74137. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  74138. */
  74139. static CompareLightsPriority(a: Light, b: Light): number;
  74140. /**
  74141. * Releases resources associated with this node.
  74142. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  74143. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  74144. */
  74145. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  74146. /**
  74147. * Returns the light type ID (integer).
  74148. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  74149. */
  74150. getTypeID(): number;
  74151. /**
  74152. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  74153. * @returns the scaled intensity in intensity mode unit
  74154. */
  74155. getScaledIntensity(): number;
  74156. /**
  74157. * Returns a new Light object, named "name", from the current one.
  74158. * @param name The name of the cloned light
  74159. * @returns the new created light
  74160. */
  74161. clone(name: string): Nullable<Light>;
  74162. /**
  74163. * Serializes the current light into a Serialization object.
  74164. * @returns the serialized object.
  74165. */
  74166. serialize(): any;
  74167. /**
  74168. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  74169. * This new light is named "name" and added to the passed scene.
  74170. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  74171. * @param name The friendly name of the light
  74172. * @param scene The scene the new light will belong to
  74173. * @returns the constructor function
  74174. */
  74175. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  74176. /**
  74177. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  74178. * @param parsedLight The JSON representation of the light
  74179. * @param scene The scene to create the parsed light in
  74180. * @returns the created light after parsing
  74181. */
  74182. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  74183. private _hookArrayForExcluded;
  74184. private _hookArrayForIncludedOnly;
  74185. private _resyncMeshes;
  74186. /**
  74187. * Forces the meshes to update their light related information in their rendering used effects
  74188. * @hidden Internal Use Only
  74189. */
  74190. _markMeshesAsLightDirty(): void;
  74191. /**
  74192. * Recomputes the cached photometric scale if needed.
  74193. */
  74194. private _computePhotometricScale;
  74195. /**
  74196. * Returns the Photometric Scale according to the light type and intensity mode.
  74197. */
  74198. private _getPhotometricScale;
  74199. /**
  74200. * Reorder the light in the scene according to their defined priority.
  74201. * @hidden Internal Use Only
  74202. */
  74203. _reorderLightsInScene(): void;
  74204. /**
  74205. * Prepares the list of defines specific to the light type.
  74206. * @param defines the list of defines
  74207. * @param lightIndex defines the index of the light for the effect
  74208. */
  74209. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  74210. }
  74211. }
  74212. declare module BABYLON {
  74213. /**
  74214. * Interface used to define Action
  74215. */
  74216. export interface IAction {
  74217. /**
  74218. * Trigger for the action
  74219. */
  74220. trigger: number;
  74221. /** Options of the trigger */
  74222. triggerOptions: any;
  74223. /**
  74224. * Gets the trigger parameters
  74225. * @returns the trigger parameters
  74226. */
  74227. getTriggerParameter(): any;
  74228. /**
  74229. * Internal only - executes current action event
  74230. * @hidden
  74231. */
  74232. _executeCurrent(evt?: ActionEvent): void;
  74233. /**
  74234. * Serialize placeholder for child classes
  74235. * @param parent of child
  74236. * @returns the serialized object
  74237. */
  74238. serialize(parent: any): any;
  74239. /**
  74240. * Internal only
  74241. * @hidden
  74242. */
  74243. _prepare(): void;
  74244. /**
  74245. * Internal only - manager for action
  74246. * @hidden
  74247. */
  74248. _actionManager: AbstractActionManager;
  74249. /**
  74250. * Adds action to chain of actions, may be a DoNothingAction
  74251. * @param action defines the next action to execute
  74252. * @returns The action passed in
  74253. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74254. */
  74255. then(action: IAction): IAction;
  74256. }
  74257. /**
  74258. * The action to be carried out following a trigger
  74259. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  74260. */
  74261. export class Action implements IAction {
  74262. /** the trigger, with or without parameters, for the action */
  74263. triggerOptions: any;
  74264. /**
  74265. * Trigger for the action
  74266. */
  74267. trigger: number;
  74268. /**
  74269. * Internal only - manager for action
  74270. * @hidden
  74271. */
  74272. _actionManager: ActionManager;
  74273. private _nextActiveAction;
  74274. private _child;
  74275. private _condition?;
  74276. private _triggerParameter;
  74277. /**
  74278. * An event triggered prior to action being executed.
  74279. */
  74280. onBeforeExecuteObservable: Observable<Action>;
  74281. /**
  74282. * Creates a new Action
  74283. * @param triggerOptions the trigger, with or without parameters, for the action
  74284. * @param condition an optional determinant of action
  74285. */
  74286. constructor(
  74287. /** the trigger, with or without parameters, for the action */
  74288. triggerOptions: any, condition?: Condition);
  74289. /**
  74290. * Internal only
  74291. * @hidden
  74292. */
  74293. _prepare(): void;
  74294. /**
  74295. * Gets the trigger parameters
  74296. * @returns the trigger parameters
  74297. */
  74298. getTriggerParameter(): any;
  74299. /**
  74300. * Internal only - executes current action event
  74301. * @hidden
  74302. */
  74303. _executeCurrent(evt?: ActionEvent): void;
  74304. /**
  74305. * Execute placeholder for child classes
  74306. * @param evt optional action event
  74307. */
  74308. execute(evt?: ActionEvent): void;
  74309. /**
  74310. * Skips to next active action
  74311. */
  74312. skipToNextActiveAction(): void;
  74313. /**
  74314. * Adds action to chain of actions, may be a DoNothingAction
  74315. * @param action defines the next action to execute
  74316. * @returns The action passed in
  74317. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74318. */
  74319. then(action: Action): Action;
  74320. /**
  74321. * Internal only
  74322. * @hidden
  74323. */
  74324. _getProperty(propertyPath: string): string;
  74325. /**
  74326. * Internal only
  74327. * @hidden
  74328. */
  74329. _getEffectiveTarget(target: any, propertyPath: string): any;
  74330. /**
  74331. * Serialize placeholder for child classes
  74332. * @param parent of child
  74333. * @returns the serialized object
  74334. */
  74335. serialize(parent: any): any;
  74336. /**
  74337. * Internal only called by serialize
  74338. * @hidden
  74339. */
  74340. protected _serialize(serializedAction: any, parent?: any): any;
  74341. /**
  74342. * Internal only
  74343. * @hidden
  74344. */
  74345. static _SerializeValueAsString: (value: any) => string;
  74346. /**
  74347. * Internal only
  74348. * @hidden
  74349. */
  74350. static _GetTargetProperty: (target: Node | Scene) => {
  74351. name: string;
  74352. targetType: string;
  74353. value: string;
  74354. };
  74355. }
  74356. }
  74357. declare module BABYLON {
  74358. /**
  74359. * A Condition applied to an Action
  74360. */
  74361. export class Condition {
  74362. /**
  74363. * Internal only - manager for action
  74364. * @hidden
  74365. */
  74366. _actionManager: ActionManager;
  74367. /**
  74368. * Internal only
  74369. * @hidden
  74370. */
  74371. _evaluationId: number;
  74372. /**
  74373. * Internal only
  74374. * @hidden
  74375. */
  74376. _currentResult: boolean;
  74377. /**
  74378. * Creates a new Condition
  74379. * @param actionManager the manager of the action the condition is applied to
  74380. */
  74381. constructor(actionManager: ActionManager);
  74382. /**
  74383. * Check if the current condition is valid
  74384. * @returns a boolean
  74385. */
  74386. isValid(): boolean;
  74387. /**
  74388. * Internal only
  74389. * @hidden
  74390. */
  74391. _getProperty(propertyPath: string): string;
  74392. /**
  74393. * Internal only
  74394. * @hidden
  74395. */
  74396. _getEffectiveTarget(target: any, propertyPath: string): any;
  74397. /**
  74398. * Serialize placeholder for child classes
  74399. * @returns the serialized object
  74400. */
  74401. serialize(): any;
  74402. /**
  74403. * Internal only
  74404. * @hidden
  74405. */
  74406. protected _serialize(serializedCondition: any): any;
  74407. }
  74408. /**
  74409. * Defines specific conditional operators as extensions of Condition
  74410. */
  74411. export class ValueCondition extends Condition {
  74412. /** path to specify the property of the target the conditional operator uses */
  74413. propertyPath: string;
  74414. /** the value compared by the conditional operator against the current value of the property */
  74415. value: any;
  74416. /** the conditional operator, default ValueCondition.IsEqual */
  74417. operator: number;
  74418. /**
  74419. * Internal only
  74420. * @hidden
  74421. */
  74422. private static _IsEqual;
  74423. /**
  74424. * Internal only
  74425. * @hidden
  74426. */
  74427. private static _IsDifferent;
  74428. /**
  74429. * Internal only
  74430. * @hidden
  74431. */
  74432. private static _IsGreater;
  74433. /**
  74434. * Internal only
  74435. * @hidden
  74436. */
  74437. private static _IsLesser;
  74438. /**
  74439. * returns the number for IsEqual
  74440. */
  74441. static readonly IsEqual: number;
  74442. /**
  74443. * Returns the number for IsDifferent
  74444. */
  74445. static readonly IsDifferent: number;
  74446. /**
  74447. * Returns the number for IsGreater
  74448. */
  74449. static readonly IsGreater: number;
  74450. /**
  74451. * Returns the number for IsLesser
  74452. */
  74453. static readonly IsLesser: number;
  74454. /**
  74455. * Internal only The action manager for the condition
  74456. * @hidden
  74457. */
  74458. _actionManager: ActionManager;
  74459. /**
  74460. * Internal only
  74461. * @hidden
  74462. */
  74463. private _target;
  74464. /**
  74465. * Internal only
  74466. * @hidden
  74467. */
  74468. private _effectiveTarget;
  74469. /**
  74470. * Internal only
  74471. * @hidden
  74472. */
  74473. private _property;
  74474. /**
  74475. * Creates a new ValueCondition
  74476. * @param actionManager manager for the action the condition applies to
  74477. * @param target for the action
  74478. * @param propertyPath path to specify the property of the target the conditional operator uses
  74479. * @param value the value compared by the conditional operator against the current value of the property
  74480. * @param operator the conditional operator, default ValueCondition.IsEqual
  74481. */
  74482. constructor(actionManager: ActionManager, target: any,
  74483. /** path to specify the property of the target the conditional operator uses */
  74484. propertyPath: string,
  74485. /** the value compared by the conditional operator against the current value of the property */
  74486. value: any,
  74487. /** the conditional operator, default ValueCondition.IsEqual */
  74488. operator?: number);
  74489. /**
  74490. * Compares the given value with the property value for the specified conditional operator
  74491. * @returns the result of the comparison
  74492. */
  74493. isValid(): boolean;
  74494. /**
  74495. * Serialize the ValueCondition into a JSON compatible object
  74496. * @returns serialization object
  74497. */
  74498. serialize(): any;
  74499. /**
  74500. * Gets the name of the conditional operator for the ValueCondition
  74501. * @param operator the conditional operator
  74502. * @returns the name
  74503. */
  74504. static GetOperatorName(operator: number): string;
  74505. }
  74506. /**
  74507. * Defines a predicate condition as an extension of Condition
  74508. */
  74509. export class PredicateCondition extends Condition {
  74510. /** defines the predicate function used to validate the condition */
  74511. predicate: () => boolean;
  74512. /**
  74513. * Internal only - manager for action
  74514. * @hidden
  74515. */
  74516. _actionManager: ActionManager;
  74517. /**
  74518. * Creates a new PredicateCondition
  74519. * @param actionManager manager for the action the condition applies to
  74520. * @param predicate defines the predicate function used to validate the condition
  74521. */
  74522. constructor(actionManager: ActionManager,
  74523. /** defines the predicate function used to validate the condition */
  74524. predicate: () => boolean);
  74525. /**
  74526. * @returns the validity of the predicate condition
  74527. */
  74528. isValid(): boolean;
  74529. }
  74530. /**
  74531. * Defines a state condition as an extension of Condition
  74532. */
  74533. export class StateCondition extends Condition {
  74534. /** Value to compare with target state */
  74535. value: string;
  74536. /**
  74537. * Internal only - manager for action
  74538. * @hidden
  74539. */
  74540. _actionManager: ActionManager;
  74541. /**
  74542. * Internal only
  74543. * @hidden
  74544. */
  74545. private _target;
  74546. /**
  74547. * Creates a new StateCondition
  74548. * @param actionManager manager for the action the condition applies to
  74549. * @param target of the condition
  74550. * @param value to compare with target state
  74551. */
  74552. constructor(actionManager: ActionManager, target: any,
  74553. /** Value to compare with target state */
  74554. value: string);
  74555. /**
  74556. * Gets a boolean indicating if the current condition is met
  74557. * @returns the validity of the state
  74558. */
  74559. isValid(): boolean;
  74560. /**
  74561. * Serialize the StateCondition into a JSON compatible object
  74562. * @returns serialization object
  74563. */
  74564. serialize(): any;
  74565. }
  74566. }
  74567. declare module BABYLON {
  74568. /**
  74569. * This defines an action responsible to toggle a boolean once triggered.
  74570. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74571. */
  74572. export class SwitchBooleanAction extends Action {
  74573. /**
  74574. * The path to the boolean property in the target object
  74575. */
  74576. propertyPath: string;
  74577. private _target;
  74578. private _effectiveTarget;
  74579. private _property;
  74580. /**
  74581. * Instantiate the action
  74582. * @param triggerOptions defines the trigger options
  74583. * @param target defines the object containing the boolean
  74584. * @param propertyPath defines the path to the boolean property in the target object
  74585. * @param condition defines the trigger related conditions
  74586. */
  74587. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74588. /** @hidden */
  74589. _prepare(): void;
  74590. /**
  74591. * Execute the action toggle the boolean value.
  74592. */
  74593. execute(): void;
  74594. /**
  74595. * Serializes the actions and its related information.
  74596. * @param parent defines the object to serialize in
  74597. * @returns the serialized object
  74598. */
  74599. serialize(parent: any): any;
  74600. }
  74601. /**
  74602. * This defines an action responsible to set a the state field of the target
  74603. * to a desired value once triggered.
  74604. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74605. */
  74606. export class SetStateAction extends Action {
  74607. /**
  74608. * The value to store in the state field.
  74609. */
  74610. value: string;
  74611. private _target;
  74612. /**
  74613. * Instantiate the action
  74614. * @param triggerOptions defines the trigger options
  74615. * @param target defines the object containing the state property
  74616. * @param value defines the value to store in the state field
  74617. * @param condition defines the trigger related conditions
  74618. */
  74619. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74620. /**
  74621. * Execute the action and store the value on the target state property.
  74622. */
  74623. execute(): void;
  74624. /**
  74625. * Serializes the actions and its related information.
  74626. * @param parent defines the object to serialize in
  74627. * @returns the serialized object
  74628. */
  74629. serialize(parent: any): any;
  74630. }
  74631. /**
  74632. * This defines an action responsible to set a property of the target
  74633. * to a desired value once triggered.
  74634. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74635. */
  74636. export class SetValueAction extends Action {
  74637. /**
  74638. * The path of the property to set in the target.
  74639. */
  74640. propertyPath: string;
  74641. /**
  74642. * The value to set in the property
  74643. */
  74644. value: any;
  74645. private _target;
  74646. private _effectiveTarget;
  74647. private _property;
  74648. /**
  74649. * Instantiate the action
  74650. * @param triggerOptions defines the trigger options
  74651. * @param target defines the object containing the property
  74652. * @param propertyPath defines the path of the property to set in the target
  74653. * @param value defines the value to set in the property
  74654. * @param condition defines the trigger related conditions
  74655. */
  74656. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74657. /** @hidden */
  74658. _prepare(): void;
  74659. /**
  74660. * Execute the action and set the targetted property to the desired value.
  74661. */
  74662. execute(): void;
  74663. /**
  74664. * Serializes the actions and its related information.
  74665. * @param parent defines the object to serialize in
  74666. * @returns the serialized object
  74667. */
  74668. serialize(parent: any): any;
  74669. }
  74670. /**
  74671. * This defines an action responsible to increment the target value
  74672. * to a desired value once triggered.
  74673. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74674. */
  74675. export class IncrementValueAction extends Action {
  74676. /**
  74677. * The path of the property to increment in the target.
  74678. */
  74679. propertyPath: string;
  74680. /**
  74681. * The value we should increment the property by.
  74682. */
  74683. value: any;
  74684. private _target;
  74685. private _effectiveTarget;
  74686. private _property;
  74687. /**
  74688. * Instantiate the action
  74689. * @param triggerOptions defines the trigger options
  74690. * @param target defines the object containing the property
  74691. * @param propertyPath defines the path of the property to increment in the target
  74692. * @param value defines the value value we should increment the property by
  74693. * @param condition defines the trigger related conditions
  74694. */
  74695. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74696. /** @hidden */
  74697. _prepare(): void;
  74698. /**
  74699. * Execute the action and increment the target of the value amount.
  74700. */
  74701. execute(): void;
  74702. /**
  74703. * Serializes the actions and its related information.
  74704. * @param parent defines the object to serialize in
  74705. * @returns the serialized object
  74706. */
  74707. serialize(parent: any): any;
  74708. }
  74709. /**
  74710. * This defines an action responsible to start an animation once triggered.
  74711. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74712. */
  74713. export class PlayAnimationAction extends Action {
  74714. /**
  74715. * Where the animation should start (animation frame)
  74716. */
  74717. from: number;
  74718. /**
  74719. * Where the animation should stop (animation frame)
  74720. */
  74721. to: number;
  74722. /**
  74723. * Define if the animation should loop or stop after the first play.
  74724. */
  74725. loop?: boolean;
  74726. private _target;
  74727. /**
  74728. * Instantiate the action
  74729. * @param triggerOptions defines the trigger options
  74730. * @param target defines the target animation or animation name
  74731. * @param from defines from where the animation should start (animation frame)
  74732. * @param end defines where the animation should stop (animation frame)
  74733. * @param loop defines if the animation should loop or stop after the first play
  74734. * @param condition defines the trigger related conditions
  74735. */
  74736. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  74737. /** @hidden */
  74738. _prepare(): void;
  74739. /**
  74740. * Execute the action and play the animation.
  74741. */
  74742. execute(): void;
  74743. /**
  74744. * Serializes the actions and its related information.
  74745. * @param parent defines the object to serialize in
  74746. * @returns the serialized object
  74747. */
  74748. serialize(parent: any): any;
  74749. }
  74750. /**
  74751. * This defines an action responsible to stop an animation once triggered.
  74752. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74753. */
  74754. export class StopAnimationAction extends Action {
  74755. private _target;
  74756. /**
  74757. * Instantiate the action
  74758. * @param triggerOptions defines the trigger options
  74759. * @param target defines the target animation or animation name
  74760. * @param condition defines the trigger related conditions
  74761. */
  74762. constructor(triggerOptions: any, target: any, condition?: Condition);
  74763. /** @hidden */
  74764. _prepare(): void;
  74765. /**
  74766. * Execute the action and stop the animation.
  74767. */
  74768. execute(): void;
  74769. /**
  74770. * Serializes the actions and its related information.
  74771. * @param parent defines the object to serialize in
  74772. * @returns the serialized object
  74773. */
  74774. serialize(parent: any): any;
  74775. }
  74776. /**
  74777. * This defines an action responsible that does nothing once triggered.
  74778. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74779. */
  74780. export class DoNothingAction extends Action {
  74781. /**
  74782. * Instantiate the action
  74783. * @param triggerOptions defines the trigger options
  74784. * @param condition defines the trigger related conditions
  74785. */
  74786. constructor(triggerOptions?: any, condition?: Condition);
  74787. /**
  74788. * Execute the action and do nothing.
  74789. */
  74790. execute(): void;
  74791. /**
  74792. * Serializes the actions and its related information.
  74793. * @param parent defines the object to serialize in
  74794. * @returns the serialized object
  74795. */
  74796. serialize(parent: any): any;
  74797. }
  74798. /**
  74799. * This defines an action responsible to trigger several actions once triggered.
  74800. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74801. */
  74802. export class CombineAction extends Action {
  74803. /**
  74804. * The list of aggregated animations to run.
  74805. */
  74806. children: Action[];
  74807. /**
  74808. * Instantiate the action
  74809. * @param triggerOptions defines the trigger options
  74810. * @param children defines the list of aggregated animations to run
  74811. * @param condition defines the trigger related conditions
  74812. */
  74813. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  74814. /** @hidden */
  74815. _prepare(): void;
  74816. /**
  74817. * Execute the action and executes all the aggregated actions.
  74818. */
  74819. execute(evt: ActionEvent): void;
  74820. /**
  74821. * Serializes the actions and its related information.
  74822. * @param parent defines the object to serialize in
  74823. * @returns the serialized object
  74824. */
  74825. serialize(parent: any): any;
  74826. }
  74827. /**
  74828. * This defines an action responsible to run code (external event) once triggered.
  74829. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74830. */
  74831. export class ExecuteCodeAction extends Action {
  74832. /**
  74833. * The callback function to run.
  74834. */
  74835. func: (evt: ActionEvent) => void;
  74836. /**
  74837. * Instantiate the action
  74838. * @param triggerOptions defines the trigger options
  74839. * @param func defines the callback function to run
  74840. * @param condition defines the trigger related conditions
  74841. */
  74842. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  74843. /**
  74844. * Execute the action and run the attached code.
  74845. */
  74846. execute(evt: ActionEvent): void;
  74847. }
  74848. /**
  74849. * This defines an action responsible to set the parent property of the target once triggered.
  74850. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74851. */
  74852. export class SetParentAction extends Action {
  74853. private _parent;
  74854. private _target;
  74855. /**
  74856. * Instantiate the action
  74857. * @param triggerOptions defines the trigger options
  74858. * @param target defines the target containing the parent property
  74859. * @param parent defines from where the animation should start (animation frame)
  74860. * @param condition defines the trigger related conditions
  74861. */
  74862. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  74863. /** @hidden */
  74864. _prepare(): void;
  74865. /**
  74866. * Execute the action and set the parent property.
  74867. */
  74868. execute(): void;
  74869. /**
  74870. * Serializes the actions and its related information.
  74871. * @param parent defines the object to serialize in
  74872. * @returns the serialized object
  74873. */
  74874. serialize(parent: any): any;
  74875. }
  74876. }
  74877. declare module BABYLON {
  74878. /**
  74879. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  74880. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  74881. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74882. */
  74883. export class ActionManager extends AbstractActionManager {
  74884. /**
  74885. * Nothing
  74886. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74887. */
  74888. static readonly NothingTrigger: number;
  74889. /**
  74890. * On pick
  74891. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74892. */
  74893. static readonly OnPickTrigger: number;
  74894. /**
  74895. * On left pick
  74896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74897. */
  74898. static readonly OnLeftPickTrigger: number;
  74899. /**
  74900. * On right pick
  74901. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74902. */
  74903. static readonly OnRightPickTrigger: number;
  74904. /**
  74905. * On center pick
  74906. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74907. */
  74908. static readonly OnCenterPickTrigger: number;
  74909. /**
  74910. * On pick down
  74911. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74912. */
  74913. static readonly OnPickDownTrigger: number;
  74914. /**
  74915. * On double pick
  74916. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74917. */
  74918. static readonly OnDoublePickTrigger: number;
  74919. /**
  74920. * On pick up
  74921. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74922. */
  74923. static readonly OnPickUpTrigger: number;
  74924. /**
  74925. * On pick out.
  74926. * This trigger will only be raised if you also declared a OnPickDown
  74927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74928. */
  74929. static readonly OnPickOutTrigger: number;
  74930. /**
  74931. * On long press
  74932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74933. */
  74934. static readonly OnLongPressTrigger: number;
  74935. /**
  74936. * On pointer over
  74937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74938. */
  74939. static readonly OnPointerOverTrigger: number;
  74940. /**
  74941. * On pointer out
  74942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74943. */
  74944. static readonly OnPointerOutTrigger: number;
  74945. /**
  74946. * On every frame
  74947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74948. */
  74949. static readonly OnEveryFrameTrigger: number;
  74950. /**
  74951. * On intersection enter
  74952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74953. */
  74954. static readonly OnIntersectionEnterTrigger: number;
  74955. /**
  74956. * On intersection exit
  74957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74958. */
  74959. static readonly OnIntersectionExitTrigger: number;
  74960. /**
  74961. * On key down
  74962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74963. */
  74964. static readonly OnKeyDownTrigger: number;
  74965. /**
  74966. * On key up
  74967. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74968. */
  74969. static readonly OnKeyUpTrigger: number;
  74970. private _scene;
  74971. /**
  74972. * Creates a new action manager
  74973. * @param scene defines the hosting scene
  74974. */
  74975. constructor(scene: Scene);
  74976. /**
  74977. * Releases all associated resources
  74978. */
  74979. dispose(): void;
  74980. /**
  74981. * Gets hosting scene
  74982. * @returns the hosting scene
  74983. */
  74984. getScene(): Scene;
  74985. /**
  74986. * Does this action manager handles actions of any of the given triggers
  74987. * @param triggers defines the triggers to be tested
  74988. * @return a boolean indicating whether one (or more) of the triggers is handled
  74989. */
  74990. hasSpecificTriggers(triggers: number[]): boolean;
  74991. /**
  74992. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  74993. * speed.
  74994. * @param triggerA defines the trigger to be tested
  74995. * @param triggerB defines the trigger to be tested
  74996. * @return a boolean indicating whether one (or more) of the triggers is handled
  74997. */
  74998. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  74999. /**
  75000. * Does this action manager handles actions of a given trigger
  75001. * @param trigger defines the trigger to be tested
  75002. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  75003. * @return whether the trigger is handled
  75004. */
  75005. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  75006. /**
  75007. * Does this action manager has pointer triggers
  75008. */
  75009. readonly hasPointerTriggers: boolean;
  75010. /**
  75011. * Does this action manager has pick triggers
  75012. */
  75013. readonly hasPickTriggers: boolean;
  75014. /**
  75015. * Registers an action to this action manager
  75016. * @param action defines the action to be registered
  75017. * @return the action amended (prepared) after registration
  75018. */
  75019. registerAction(action: IAction): Nullable<IAction>;
  75020. /**
  75021. * Unregisters an action to this action manager
  75022. * @param action defines the action to be unregistered
  75023. * @return a boolean indicating whether the action has been unregistered
  75024. */
  75025. unregisterAction(action: IAction): Boolean;
  75026. /**
  75027. * Process a specific trigger
  75028. * @param trigger defines the trigger to process
  75029. * @param evt defines the event details to be processed
  75030. */
  75031. processTrigger(trigger: number, evt?: IActionEvent): void;
  75032. /** @hidden */
  75033. _getEffectiveTarget(target: any, propertyPath: string): any;
  75034. /** @hidden */
  75035. _getProperty(propertyPath: string): string;
  75036. /**
  75037. * Serialize this manager to a JSON object
  75038. * @param name defines the property name to store this manager
  75039. * @returns a JSON representation of this manager
  75040. */
  75041. serialize(name: string): any;
  75042. /**
  75043. * Creates a new ActionManager from a JSON data
  75044. * @param parsedActions defines the JSON data to read from
  75045. * @param object defines the hosting mesh
  75046. * @param scene defines the hosting scene
  75047. */
  75048. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  75049. /**
  75050. * Get a trigger name by index
  75051. * @param trigger defines the trigger index
  75052. * @returns a trigger name
  75053. */
  75054. static GetTriggerName(trigger: number): string;
  75055. }
  75056. }
  75057. declare module BABYLON {
  75058. /**
  75059. * Class representing a ray with position and direction
  75060. */
  75061. export class Ray {
  75062. /** origin point */
  75063. origin: Vector3;
  75064. /** direction */
  75065. direction: Vector3;
  75066. /** length of the ray */
  75067. length: number;
  75068. private static readonly TmpVector3;
  75069. private _tmpRay;
  75070. /**
  75071. * Creates a new ray
  75072. * @param origin origin point
  75073. * @param direction direction
  75074. * @param length length of the ray
  75075. */
  75076. constructor(
  75077. /** origin point */
  75078. origin: Vector3,
  75079. /** direction */
  75080. direction: Vector3,
  75081. /** length of the ray */
  75082. length?: number);
  75083. /**
  75084. * Checks if the ray intersects a box
  75085. * @param minimum bound of the box
  75086. * @param maximum bound of the box
  75087. * @param intersectionTreshold extra extend to be added to the box in all direction
  75088. * @returns if the box was hit
  75089. */
  75090. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  75091. /**
  75092. * Checks if the ray intersects a box
  75093. * @param box the bounding box to check
  75094. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  75095. * @returns if the box was hit
  75096. */
  75097. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  75098. /**
  75099. * If the ray hits a sphere
  75100. * @param sphere the bounding sphere to check
  75101. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  75102. * @returns true if it hits the sphere
  75103. */
  75104. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  75105. /**
  75106. * If the ray hits a triange
  75107. * @param vertex0 triangle vertex
  75108. * @param vertex1 triangle vertex
  75109. * @param vertex2 triangle vertex
  75110. * @returns intersection information if hit
  75111. */
  75112. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  75113. /**
  75114. * Checks if ray intersects a plane
  75115. * @param plane the plane to check
  75116. * @returns the distance away it was hit
  75117. */
  75118. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  75119. /**
  75120. * Calculate the intercept of a ray on a given axis
  75121. * @param axis to check 'x' | 'y' | 'z'
  75122. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  75123. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  75124. */
  75125. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  75126. /**
  75127. * Checks if ray intersects a mesh
  75128. * @param mesh the mesh to check
  75129. * @param fastCheck if only the bounding box should checked
  75130. * @returns picking info of the intersecton
  75131. */
  75132. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  75133. /**
  75134. * Checks if ray intersects a mesh
  75135. * @param meshes the meshes to check
  75136. * @param fastCheck if only the bounding box should checked
  75137. * @param results array to store result in
  75138. * @returns Array of picking infos
  75139. */
  75140. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  75141. private _comparePickingInfo;
  75142. private static smallnum;
  75143. private static rayl;
  75144. /**
  75145. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  75146. * @param sega the first point of the segment to test the intersection against
  75147. * @param segb the second point of the segment to test the intersection against
  75148. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  75149. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  75150. */
  75151. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  75152. /**
  75153. * Update the ray from viewport position
  75154. * @param x position
  75155. * @param y y position
  75156. * @param viewportWidth viewport width
  75157. * @param viewportHeight viewport height
  75158. * @param world world matrix
  75159. * @param view view matrix
  75160. * @param projection projection matrix
  75161. * @returns this ray updated
  75162. */
  75163. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75164. /**
  75165. * Creates a ray with origin and direction of 0,0,0
  75166. * @returns the new ray
  75167. */
  75168. static Zero(): Ray;
  75169. /**
  75170. * Creates a new ray from screen space and viewport
  75171. * @param x position
  75172. * @param y y position
  75173. * @param viewportWidth viewport width
  75174. * @param viewportHeight viewport height
  75175. * @param world world matrix
  75176. * @param view view matrix
  75177. * @param projection projection matrix
  75178. * @returns new ray
  75179. */
  75180. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75181. /**
  75182. * 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
  75183. * transformed to the given world matrix.
  75184. * @param origin The origin point
  75185. * @param end The end point
  75186. * @param world a matrix to transform the ray to. Default is the identity matrix.
  75187. * @returns the new ray
  75188. */
  75189. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  75190. /**
  75191. * Transforms a ray by a matrix
  75192. * @param ray ray to transform
  75193. * @param matrix matrix to apply
  75194. * @returns the resulting new ray
  75195. */
  75196. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  75197. /**
  75198. * Transforms a ray by a matrix
  75199. * @param ray ray to transform
  75200. * @param matrix matrix to apply
  75201. * @param result ray to store result in
  75202. */
  75203. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  75204. /**
  75205. * Unproject a ray from screen space to object space
  75206. * @param sourceX defines the screen space x coordinate to use
  75207. * @param sourceY defines the screen space y coordinate to use
  75208. * @param viewportWidth defines the current width of the viewport
  75209. * @param viewportHeight defines the current height of the viewport
  75210. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75211. * @param view defines the view matrix to use
  75212. * @param projection defines the projection matrix to use
  75213. */
  75214. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  75215. }
  75216. /**
  75217. * Type used to define predicate used to select faces when a mesh intersection is detected
  75218. */
  75219. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  75220. interface Scene {
  75221. /** @hidden */
  75222. _tempPickingRay: Nullable<Ray>;
  75223. /** @hidden */
  75224. _cachedRayForTransform: Ray;
  75225. /** @hidden */
  75226. _pickWithRayInverseMatrix: Matrix;
  75227. /** @hidden */
  75228. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  75229. /** @hidden */
  75230. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  75231. }
  75232. }
  75233. declare module BABYLON {
  75234. /**
  75235. * Groups all the scene component constants in one place to ease maintenance.
  75236. * @hidden
  75237. */
  75238. export class SceneComponentConstants {
  75239. static readonly NAME_EFFECTLAYER: string;
  75240. static readonly NAME_LAYER: string;
  75241. static readonly NAME_LENSFLARESYSTEM: string;
  75242. static readonly NAME_BOUNDINGBOXRENDERER: string;
  75243. static readonly NAME_PARTICLESYSTEM: string;
  75244. static readonly NAME_GAMEPAD: string;
  75245. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  75246. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  75247. static readonly NAME_DEPTHRENDERER: string;
  75248. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  75249. static readonly NAME_SPRITE: string;
  75250. static readonly NAME_OUTLINERENDERER: string;
  75251. static readonly NAME_PROCEDURALTEXTURE: string;
  75252. static readonly NAME_SHADOWGENERATOR: string;
  75253. static readonly NAME_OCTREE: string;
  75254. static readonly NAME_PHYSICSENGINE: string;
  75255. static readonly NAME_AUDIO: string;
  75256. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  75257. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75258. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  75259. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75260. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  75261. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  75262. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  75263. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  75264. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  75265. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  75266. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  75267. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  75268. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  75269. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  75270. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  75271. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  75272. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  75273. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  75274. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  75275. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  75276. static readonly STEP_AFTERRENDER_AUDIO: number;
  75277. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  75278. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  75279. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  75280. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  75281. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  75282. static readonly STEP_POINTERMOVE_SPRITE: number;
  75283. static readonly STEP_POINTERDOWN_SPRITE: number;
  75284. static readonly STEP_POINTERUP_SPRITE: number;
  75285. }
  75286. /**
  75287. * This represents a scene component.
  75288. *
  75289. * This is used to decouple the dependency the scene is having on the different workloads like
  75290. * layers, post processes...
  75291. */
  75292. export interface ISceneComponent {
  75293. /**
  75294. * The name of the component. Each component must have a unique name.
  75295. */
  75296. name: string;
  75297. /**
  75298. * The scene the component belongs to.
  75299. */
  75300. scene: Scene;
  75301. /**
  75302. * Register the component to one instance of a scene.
  75303. */
  75304. register(): void;
  75305. /**
  75306. * Rebuilds the elements related to this component in case of
  75307. * context lost for instance.
  75308. */
  75309. rebuild(): void;
  75310. /**
  75311. * Disposes the component and the associated ressources.
  75312. */
  75313. dispose(): void;
  75314. }
  75315. /**
  75316. * This represents a SERIALIZABLE scene component.
  75317. *
  75318. * This extends Scene Component to add Serialization methods on top.
  75319. */
  75320. export interface ISceneSerializableComponent extends ISceneComponent {
  75321. /**
  75322. * Adds all the elements from the container to the scene
  75323. * @param container the container holding the elements
  75324. */
  75325. addFromContainer(container: AbstractScene): void;
  75326. /**
  75327. * Removes all the elements in the container from the scene
  75328. * @param container contains the elements to remove
  75329. * @param dispose if the removed element should be disposed (default: false)
  75330. */
  75331. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75332. /**
  75333. * Serializes the component data to the specified json object
  75334. * @param serializationObject The object to serialize to
  75335. */
  75336. serialize(serializationObject: any): void;
  75337. }
  75338. /**
  75339. * Strong typing of a Mesh related stage step action
  75340. */
  75341. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75342. /**
  75343. * Strong typing of a Evaluate Sub Mesh related stage step action
  75344. */
  75345. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75346. /**
  75347. * Strong typing of a Active Mesh related stage step action
  75348. */
  75349. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75350. /**
  75351. * Strong typing of a Camera related stage step action
  75352. */
  75353. export type CameraStageAction = (camera: Camera) => void;
  75354. /**
  75355. * Strong typing of a Camera Frame buffer related stage step action
  75356. */
  75357. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75358. /**
  75359. * Strong typing of a Render Target related stage step action
  75360. */
  75361. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75362. /**
  75363. * Strong typing of a RenderingGroup related stage step action
  75364. */
  75365. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75366. /**
  75367. * Strong typing of a Mesh Render related stage step action
  75368. */
  75369. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75370. /**
  75371. * Strong typing of a simple stage step action
  75372. */
  75373. export type SimpleStageAction = () => void;
  75374. /**
  75375. * Strong typing of a render target action.
  75376. */
  75377. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75378. /**
  75379. * Strong typing of a pointer move action.
  75380. */
  75381. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75382. /**
  75383. * Strong typing of a pointer up/down action.
  75384. */
  75385. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75386. /**
  75387. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75388. * @hidden
  75389. */
  75390. export class Stage<T extends Function> extends Array<{
  75391. index: number;
  75392. component: ISceneComponent;
  75393. action: T;
  75394. }> {
  75395. /**
  75396. * Hide ctor from the rest of the world.
  75397. * @param items The items to add.
  75398. */
  75399. private constructor();
  75400. /**
  75401. * Creates a new Stage.
  75402. * @returns A new instance of a Stage
  75403. */
  75404. static Create<T extends Function>(): Stage<T>;
  75405. /**
  75406. * Registers a step in an ordered way in the targeted stage.
  75407. * @param index Defines the position to register the step in
  75408. * @param component Defines the component attached to the step
  75409. * @param action Defines the action to launch during the step
  75410. */
  75411. registerStep(index: number, component: ISceneComponent, action: T): void;
  75412. /**
  75413. * Clears all the steps from the stage.
  75414. */
  75415. clear(): void;
  75416. }
  75417. }
  75418. declare module BABYLON {
  75419. interface Scene {
  75420. /** @hidden */
  75421. _pointerOverSprite: Nullable<Sprite>;
  75422. /** @hidden */
  75423. _pickedDownSprite: Nullable<Sprite>;
  75424. /** @hidden */
  75425. _tempSpritePickingRay: Nullable<Ray>;
  75426. /**
  75427. * All of the sprite managers added to this scene
  75428. * @see http://doc.babylonjs.com/babylon101/sprites
  75429. */
  75430. spriteManagers: Array<ISpriteManager>;
  75431. /**
  75432. * An event triggered when sprites rendering is about to start
  75433. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75434. */
  75435. onBeforeSpritesRenderingObservable: Observable<Scene>;
  75436. /**
  75437. * An event triggered when sprites rendering is done
  75438. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75439. */
  75440. onAfterSpritesRenderingObservable: Observable<Scene>;
  75441. /** @hidden */
  75442. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75443. /** Launch a ray to try to pick a sprite in the scene
  75444. * @param x position on screen
  75445. * @param y position on screen
  75446. * @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
  75447. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75448. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75449. * @returns a PickingInfo
  75450. */
  75451. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75452. /** Use the given ray to pick a sprite in the scene
  75453. * @param ray The ray (in world space) to use to pick meshes
  75454. * @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
  75455. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75456. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75457. * @returns a PickingInfo
  75458. */
  75459. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75460. /**
  75461. * Force the sprite under the pointer
  75462. * @param sprite defines the sprite to use
  75463. */
  75464. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  75465. /**
  75466. * Gets the sprite under the pointer
  75467. * @returns a Sprite or null if no sprite is under the pointer
  75468. */
  75469. getPointerOverSprite(): Nullable<Sprite>;
  75470. }
  75471. /**
  75472. * Defines the sprite scene component responsible to manage sprites
  75473. * in a given scene.
  75474. */
  75475. export class SpriteSceneComponent implements ISceneComponent {
  75476. /**
  75477. * The component name helpfull to identify the component in the list of scene components.
  75478. */
  75479. readonly name: string;
  75480. /**
  75481. * The scene the component belongs to.
  75482. */
  75483. scene: Scene;
  75484. /** @hidden */
  75485. private _spritePredicate;
  75486. /**
  75487. * Creates a new instance of the component for the given scene
  75488. * @param scene Defines the scene to register the component in
  75489. */
  75490. constructor(scene: Scene);
  75491. /**
  75492. * Registers the component in a given scene
  75493. */
  75494. register(): void;
  75495. /**
  75496. * Rebuilds the elements related to this component in case of
  75497. * context lost for instance.
  75498. */
  75499. rebuild(): void;
  75500. /**
  75501. * Disposes the component and the associated ressources.
  75502. */
  75503. dispose(): void;
  75504. private _pickSpriteButKeepRay;
  75505. private _pointerMove;
  75506. private _pointerDown;
  75507. private _pointerUp;
  75508. }
  75509. }
  75510. declare module BABYLON {
  75511. /** @hidden */
  75512. export var fogFragmentDeclaration: {
  75513. name: string;
  75514. shader: string;
  75515. };
  75516. }
  75517. declare module BABYLON {
  75518. /** @hidden */
  75519. export var fogFragment: {
  75520. name: string;
  75521. shader: string;
  75522. };
  75523. }
  75524. declare module BABYLON {
  75525. /** @hidden */
  75526. export var spritesPixelShader: {
  75527. name: string;
  75528. shader: string;
  75529. };
  75530. }
  75531. declare module BABYLON {
  75532. /** @hidden */
  75533. export var fogVertexDeclaration: {
  75534. name: string;
  75535. shader: string;
  75536. };
  75537. }
  75538. declare module BABYLON {
  75539. /** @hidden */
  75540. export var spritesVertexShader: {
  75541. name: string;
  75542. shader: string;
  75543. };
  75544. }
  75545. declare module BABYLON {
  75546. /**
  75547. * Defines the minimum interface to fullfil in order to be a sprite manager.
  75548. */
  75549. export interface ISpriteManager extends IDisposable {
  75550. /**
  75551. * Restricts the camera to viewing objects with the same layerMask.
  75552. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  75553. */
  75554. layerMask: number;
  75555. /**
  75556. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  75557. */
  75558. isPickable: boolean;
  75559. /**
  75560. * Specifies the rendering group id for this mesh (0 by default)
  75561. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  75562. */
  75563. renderingGroupId: number;
  75564. /**
  75565. * Defines the list of sprites managed by the manager.
  75566. */
  75567. sprites: Array<Sprite>;
  75568. /**
  75569. * Tests the intersection of a sprite with a specific ray.
  75570. * @param ray The ray we are sending to test the collision
  75571. * @param camera The camera space we are sending rays in
  75572. * @param predicate A predicate allowing excluding sprites from the list of object to test
  75573. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  75574. * @returns picking info or null.
  75575. */
  75576. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75577. /**
  75578. * Renders the list of sprites on screen.
  75579. */
  75580. render(): void;
  75581. }
  75582. /**
  75583. * Class used to manage multiple sprites on the same spritesheet
  75584. * @see http://doc.babylonjs.com/babylon101/sprites
  75585. */
  75586. export class SpriteManager implements ISpriteManager {
  75587. /** defines the manager's name */
  75588. name: string;
  75589. /** Gets the list of sprites */
  75590. sprites: Sprite[];
  75591. /** Gets or sets the rendering group id (0 by default) */
  75592. renderingGroupId: number;
  75593. /** Gets or sets camera layer mask */
  75594. layerMask: number;
  75595. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75596. fogEnabled: boolean;
  75597. /** Gets or sets a boolean indicating if the sprites are pickable */
  75598. isPickable: boolean;
  75599. /** Defines the default width of a cell in the spritesheet */
  75600. cellWidth: number;
  75601. /** Defines the default height of a cell in the spritesheet */
  75602. cellHeight: number;
  75603. /**
  75604. * An event triggered when the manager is disposed.
  75605. */
  75606. onDisposeObservable: Observable<SpriteManager>;
  75607. private _onDisposeObserver;
  75608. /**
  75609. * Callback called when the manager is disposed
  75610. */
  75611. onDispose: () => void;
  75612. private _capacity;
  75613. private _spriteTexture;
  75614. private _epsilon;
  75615. private _scene;
  75616. private _vertexData;
  75617. private _buffer;
  75618. private _vertexBuffers;
  75619. private _indexBuffer;
  75620. private _effectBase;
  75621. private _effectFog;
  75622. /**
  75623. * Gets or sets the spritesheet texture
  75624. */
  75625. texture: Texture;
  75626. /**
  75627. * Creates a new sprite manager
  75628. * @param name defines the manager's name
  75629. * @param imgUrl defines the sprite sheet url
  75630. * @param capacity defines the maximum allowed number of sprites
  75631. * @param cellSize defines the size of a sprite cell
  75632. * @param scene defines the hosting scene
  75633. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75634. * @param samplingMode defines the smapling mode to use with spritesheet
  75635. */
  75636. constructor(
  75637. /** defines the manager's name */
  75638. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  75639. private _appendSpriteVertex;
  75640. /**
  75641. * Intersects the sprites with a ray
  75642. * @param ray defines the ray to intersect with
  75643. * @param camera defines the current active camera
  75644. * @param predicate defines a predicate used to select candidate sprites
  75645. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75646. * @returns null if no hit or a PickingInfo
  75647. */
  75648. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75649. /**
  75650. * Render all child sprites
  75651. */
  75652. render(): void;
  75653. /**
  75654. * Release associated resources
  75655. */
  75656. dispose(): void;
  75657. }
  75658. }
  75659. declare module BABYLON {
  75660. /**
  75661. * Class used to represent a sprite
  75662. * @see http://doc.babylonjs.com/babylon101/sprites
  75663. */
  75664. export class Sprite {
  75665. /** defines the name */
  75666. name: string;
  75667. /** Gets or sets the current world position */
  75668. position: Vector3;
  75669. /** Gets or sets the main color */
  75670. color: Color4;
  75671. /** Gets or sets the width */
  75672. width: number;
  75673. /** Gets or sets the height */
  75674. height: number;
  75675. /** Gets or sets rotation angle */
  75676. angle: number;
  75677. /** Gets or sets the cell index in the sprite sheet */
  75678. cellIndex: number;
  75679. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  75680. invertU: number;
  75681. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  75682. invertV: number;
  75683. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  75684. disposeWhenFinishedAnimating: boolean;
  75685. /** Gets the list of attached animations */
  75686. animations: Animation[];
  75687. /** Gets or sets a boolean indicating if the sprite can be picked */
  75688. isPickable: boolean;
  75689. /**
  75690. * Gets or sets the associated action manager
  75691. */
  75692. actionManager: Nullable<ActionManager>;
  75693. private _animationStarted;
  75694. private _loopAnimation;
  75695. private _fromIndex;
  75696. private _toIndex;
  75697. private _delay;
  75698. private _direction;
  75699. private _manager;
  75700. private _time;
  75701. private _onAnimationEnd;
  75702. /**
  75703. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  75704. */
  75705. isVisible: boolean;
  75706. /**
  75707. * Gets or sets the sprite size
  75708. */
  75709. size: number;
  75710. /**
  75711. * Creates a new Sprite
  75712. * @param name defines the name
  75713. * @param manager defines the manager
  75714. */
  75715. constructor(
  75716. /** defines the name */
  75717. name: string, manager: ISpriteManager);
  75718. /**
  75719. * Starts an animation
  75720. * @param from defines the initial key
  75721. * @param to defines the end key
  75722. * @param loop defines if the animation must loop
  75723. * @param delay defines the start delay (in ms)
  75724. * @param onAnimationEnd defines a callback to call when animation ends
  75725. */
  75726. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  75727. /** Stops current animation (if any) */
  75728. stopAnimation(): void;
  75729. /** @hidden */
  75730. _animate(deltaTime: number): void;
  75731. /** Release associated resources */
  75732. dispose(): void;
  75733. }
  75734. }
  75735. declare module BABYLON {
  75736. /**
  75737. * Information about the result of picking within a scene
  75738. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  75739. */
  75740. export class PickingInfo {
  75741. /** @hidden */
  75742. _pickingUnavailable: boolean;
  75743. /**
  75744. * If the pick collided with an object
  75745. */
  75746. hit: boolean;
  75747. /**
  75748. * Distance away where the pick collided
  75749. */
  75750. distance: number;
  75751. /**
  75752. * The location of pick collision
  75753. */
  75754. pickedPoint: Nullable<Vector3>;
  75755. /**
  75756. * The mesh corresponding the the pick collision
  75757. */
  75758. pickedMesh: Nullable<AbstractMesh>;
  75759. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  75760. bu: number;
  75761. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  75762. bv: number;
  75763. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  75764. faceId: number;
  75765. /** Id of the the submesh that was picked */
  75766. subMeshId: number;
  75767. /** If a sprite was picked, this will be the sprite the pick collided with */
  75768. pickedSprite: Nullable<Sprite>;
  75769. /**
  75770. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  75771. */
  75772. originMesh: Nullable<AbstractMesh>;
  75773. /**
  75774. * The ray that was used to perform the picking.
  75775. */
  75776. ray: Nullable<Ray>;
  75777. /**
  75778. * Gets the normal correspodning to the face the pick collided with
  75779. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  75780. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  75781. * @returns The normal correspodning to the face the pick collided with
  75782. */
  75783. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  75784. /**
  75785. * Gets the texture coordinates of where the pick occured
  75786. * @returns the vector containing the coordnates of the texture
  75787. */
  75788. getTextureCoordinates(): Nullable<Vector2>;
  75789. }
  75790. }
  75791. declare module BABYLON {
  75792. /**
  75793. * Gather the list of pointer event types as constants.
  75794. */
  75795. export class PointerEventTypes {
  75796. /**
  75797. * 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.
  75798. */
  75799. static readonly POINTERDOWN: number;
  75800. /**
  75801. * The pointerup event is fired when a pointer is no longer active.
  75802. */
  75803. static readonly POINTERUP: number;
  75804. /**
  75805. * The pointermove event is fired when a pointer changes coordinates.
  75806. */
  75807. static readonly POINTERMOVE: number;
  75808. /**
  75809. * The pointerwheel event is fired when a mouse wheel has been rotated.
  75810. */
  75811. static readonly POINTERWHEEL: number;
  75812. /**
  75813. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  75814. */
  75815. static readonly POINTERPICK: number;
  75816. /**
  75817. * The pointertap event is fired when a the object has been touched and released without drag.
  75818. */
  75819. static readonly POINTERTAP: number;
  75820. /**
  75821. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  75822. */
  75823. static readonly POINTERDOUBLETAP: number;
  75824. }
  75825. /**
  75826. * Base class of pointer info types.
  75827. */
  75828. export class PointerInfoBase {
  75829. /**
  75830. * Defines the type of event (PointerEventTypes)
  75831. */
  75832. type: number;
  75833. /**
  75834. * Defines the related dom event
  75835. */
  75836. event: PointerEvent | MouseWheelEvent;
  75837. /**
  75838. * Instantiates the base class of pointers info.
  75839. * @param type Defines the type of event (PointerEventTypes)
  75840. * @param event Defines the related dom event
  75841. */
  75842. constructor(
  75843. /**
  75844. * Defines the type of event (PointerEventTypes)
  75845. */
  75846. type: number,
  75847. /**
  75848. * Defines the related dom event
  75849. */
  75850. event: PointerEvent | MouseWheelEvent);
  75851. }
  75852. /**
  75853. * This class is used to store pointer related info for the onPrePointerObservable event.
  75854. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  75855. */
  75856. export class PointerInfoPre extends PointerInfoBase {
  75857. /**
  75858. * Ray from a pointer if availible (eg. 6dof controller)
  75859. */
  75860. ray: Nullable<Ray>;
  75861. /**
  75862. * Defines the local position of the pointer on the canvas.
  75863. */
  75864. localPosition: Vector2;
  75865. /**
  75866. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  75867. */
  75868. skipOnPointerObservable: boolean;
  75869. /**
  75870. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  75871. * @param type Defines the type of event (PointerEventTypes)
  75872. * @param event Defines the related dom event
  75873. * @param localX Defines the local x coordinates of the pointer when the event occured
  75874. * @param localY Defines the local y coordinates of the pointer when the event occured
  75875. */
  75876. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  75877. }
  75878. /**
  75879. * This type contains all the data related to a pointer event in Babylon.js.
  75880. * 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.
  75881. */
  75882. export class PointerInfo extends PointerInfoBase {
  75883. /**
  75884. * Defines the picking info associated to the info (if any)\
  75885. */
  75886. pickInfo: Nullable<PickingInfo>;
  75887. /**
  75888. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  75889. * @param type Defines the type of event (PointerEventTypes)
  75890. * @param event Defines the related dom event
  75891. * @param pickInfo Defines the picking info associated to the info (if any)\
  75892. */
  75893. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  75894. /**
  75895. * Defines the picking info associated to the info (if any)\
  75896. */
  75897. pickInfo: Nullable<PickingInfo>);
  75898. }
  75899. /**
  75900. * Data relating to a touch event on the screen.
  75901. */
  75902. export interface PointerTouch {
  75903. /**
  75904. * X coordinate of touch.
  75905. */
  75906. x: number;
  75907. /**
  75908. * Y coordinate of touch.
  75909. */
  75910. y: number;
  75911. /**
  75912. * Id of touch. Unique for each finger.
  75913. */
  75914. pointerId: number;
  75915. /**
  75916. * Event type passed from DOM.
  75917. */
  75918. type: any;
  75919. }
  75920. }
  75921. declare module BABYLON {
  75922. /**
  75923. * Manage the mouse inputs to control the movement of a free camera.
  75924. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75925. */
  75926. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  75927. /**
  75928. * Define if touch is enabled in the mouse input
  75929. */
  75930. touchEnabled: boolean;
  75931. /**
  75932. * Defines the camera the input is attached to.
  75933. */
  75934. camera: FreeCamera;
  75935. /**
  75936. * Defines the buttons associated with the input to handle camera move.
  75937. */
  75938. buttons: number[];
  75939. /**
  75940. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  75941. */
  75942. angularSensibility: number;
  75943. private _pointerInput;
  75944. private _onMouseMove;
  75945. private _observer;
  75946. private previousPosition;
  75947. /**
  75948. * Observable for when a pointer move event occurs containing the move offset
  75949. */
  75950. onPointerMovedObservable: Observable<{
  75951. offsetX: number;
  75952. offsetY: number;
  75953. }>;
  75954. /**
  75955. * @hidden
  75956. * If the camera should be rotated automatically based on pointer movement
  75957. */
  75958. _allowCameraRotation: boolean;
  75959. /**
  75960. * Manage the mouse inputs to control the movement of a free camera.
  75961. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75962. * @param touchEnabled Defines if touch is enabled or not
  75963. */
  75964. constructor(
  75965. /**
  75966. * Define if touch is enabled in the mouse input
  75967. */
  75968. touchEnabled?: boolean);
  75969. /**
  75970. * Attach the input controls to a specific dom element to get the input from.
  75971. * @param element Defines the element the controls should be listened from
  75972. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75973. */
  75974. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75975. /**
  75976. * Called on JS contextmenu event.
  75977. * Override this method to provide functionality.
  75978. */
  75979. protected onContextMenu(evt: PointerEvent): void;
  75980. /**
  75981. * Detach the current controls from the specified dom element.
  75982. * @param element Defines the element to stop listening the inputs from
  75983. */
  75984. detachControl(element: Nullable<HTMLElement>): void;
  75985. /**
  75986. * Gets the class name of the current intput.
  75987. * @returns the class name
  75988. */
  75989. getClassName(): string;
  75990. /**
  75991. * Get the friendly name associated with the input class.
  75992. * @returns the input friendly name
  75993. */
  75994. getSimpleName(): string;
  75995. }
  75996. }
  75997. declare module BABYLON {
  75998. /**
  75999. * Manage the touch inputs to control the movement of a free camera.
  76000. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76001. */
  76002. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  76003. /**
  76004. * Defines the camera the input is attached to.
  76005. */
  76006. camera: FreeCamera;
  76007. /**
  76008. * Defines the touch sensibility for rotation.
  76009. * The higher the faster.
  76010. */
  76011. touchAngularSensibility: number;
  76012. /**
  76013. * Defines the touch sensibility for move.
  76014. * The higher the faster.
  76015. */
  76016. touchMoveSensibility: number;
  76017. private _offsetX;
  76018. private _offsetY;
  76019. private _pointerPressed;
  76020. private _pointerInput;
  76021. private _observer;
  76022. private _onLostFocus;
  76023. /**
  76024. * Attach the input controls to a specific dom element to get the input from.
  76025. * @param element Defines the element the controls should be listened from
  76026. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76027. */
  76028. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76029. /**
  76030. * Detach the current controls from the specified dom element.
  76031. * @param element Defines the element to stop listening the inputs from
  76032. */
  76033. detachControl(element: Nullable<HTMLElement>): void;
  76034. /**
  76035. * Update the current camera state depending on the inputs that have been used this frame.
  76036. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76037. */
  76038. checkInputs(): void;
  76039. /**
  76040. * Gets the class name of the current intput.
  76041. * @returns the class name
  76042. */
  76043. getClassName(): string;
  76044. /**
  76045. * Get the friendly name associated with the input class.
  76046. * @returns the input friendly name
  76047. */
  76048. getSimpleName(): string;
  76049. }
  76050. }
  76051. declare module BABYLON {
  76052. /**
  76053. * Default Inputs manager for the FreeCamera.
  76054. * It groups all the default supported inputs for ease of use.
  76055. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76056. */
  76057. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  76058. /**
  76059. * @hidden
  76060. */
  76061. _mouseInput: Nullable<FreeCameraMouseInput>;
  76062. /**
  76063. * Instantiates a new FreeCameraInputsManager.
  76064. * @param camera Defines the camera the inputs belong to
  76065. */
  76066. constructor(camera: FreeCamera);
  76067. /**
  76068. * Add keyboard input support to the input manager.
  76069. * @returns the current input manager
  76070. */
  76071. addKeyboard(): FreeCameraInputsManager;
  76072. /**
  76073. * Add mouse input support to the input manager.
  76074. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  76075. * @returns the current input manager
  76076. */
  76077. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  76078. /**
  76079. * Removes the mouse input support from the manager
  76080. * @returns the current input manager
  76081. */
  76082. removeMouse(): FreeCameraInputsManager;
  76083. /**
  76084. * Add touch input support to the input manager.
  76085. * @returns the current input manager
  76086. */
  76087. addTouch(): FreeCameraInputsManager;
  76088. /**
  76089. * Remove all attached input methods from a camera
  76090. */
  76091. clear(): void;
  76092. }
  76093. }
  76094. declare module BABYLON {
  76095. /**
  76096. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76097. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  76098. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76099. */
  76100. export class FreeCamera extends TargetCamera {
  76101. /**
  76102. * Define the collision ellipsoid of the camera.
  76103. * This is helpful to simulate a camera body like the player body around the camera
  76104. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  76105. */
  76106. ellipsoid: Vector3;
  76107. /**
  76108. * Define an offset for the position of the ellipsoid around the camera.
  76109. * This can be helpful to determine the center of the body near the gravity center of the body
  76110. * instead of its head.
  76111. */
  76112. ellipsoidOffset: Vector3;
  76113. /**
  76114. * Enable or disable collisions of the camera with the rest of the scene objects.
  76115. */
  76116. checkCollisions: boolean;
  76117. /**
  76118. * Enable or disable gravity on the camera.
  76119. */
  76120. applyGravity: boolean;
  76121. /**
  76122. * Define the input manager associated to the camera.
  76123. */
  76124. inputs: FreeCameraInputsManager;
  76125. /**
  76126. * Gets the input sensibility for a mouse input. (default is 2000.0)
  76127. * Higher values reduce sensitivity.
  76128. */
  76129. /**
  76130. * Sets the input sensibility for a mouse input. (default is 2000.0)
  76131. * Higher values reduce sensitivity.
  76132. */
  76133. angularSensibility: number;
  76134. /**
  76135. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76136. */
  76137. keysUp: number[];
  76138. /**
  76139. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76140. */
  76141. keysDown: number[];
  76142. /**
  76143. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76144. */
  76145. keysLeft: number[];
  76146. /**
  76147. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76148. */
  76149. keysRight: number[];
  76150. /**
  76151. * Event raised when the camera collide with a mesh in the scene.
  76152. */
  76153. onCollide: (collidedMesh: AbstractMesh) => void;
  76154. private _collider;
  76155. private _needMoveForGravity;
  76156. private _oldPosition;
  76157. private _diffPosition;
  76158. private _newPosition;
  76159. /** @hidden */
  76160. _localDirection: Vector3;
  76161. /** @hidden */
  76162. _transformedDirection: Vector3;
  76163. /**
  76164. * Instantiates a Free Camera.
  76165. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76166. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  76167. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76168. * @param name Define the name of the camera in the scene
  76169. * @param position Define the start position of the camera in the scene
  76170. * @param scene Define the scene the camera belongs to
  76171. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76172. */
  76173. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76174. /**
  76175. * Attached controls to the current camera.
  76176. * @param element Defines the element the controls should be listened from
  76177. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76178. */
  76179. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76180. /**
  76181. * Detach the current controls from the camera.
  76182. * The camera will stop reacting to inputs.
  76183. * @param element Defines the element to stop listening the inputs from
  76184. */
  76185. detachControl(element: HTMLElement): void;
  76186. private _collisionMask;
  76187. /**
  76188. * Define a collision mask to limit the list of object the camera can collide with
  76189. */
  76190. collisionMask: number;
  76191. /** @hidden */
  76192. _collideWithWorld(displacement: Vector3): void;
  76193. private _onCollisionPositionChange;
  76194. /** @hidden */
  76195. _checkInputs(): void;
  76196. /** @hidden */
  76197. _decideIfNeedsToMove(): boolean;
  76198. /** @hidden */
  76199. _updatePosition(): void;
  76200. /**
  76201. * Destroy the camera and release the current resources hold by it.
  76202. */
  76203. dispose(): void;
  76204. /**
  76205. * Gets the current object class name.
  76206. * @return the class name
  76207. */
  76208. getClassName(): string;
  76209. }
  76210. }
  76211. declare module BABYLON {
  76212. /**
  76213. * Represents a gamepad control stick position
  76214. */
  76215. export class StickValues {
  76216. /**
  76217. * The x component of the control stick
  76218. */
  76219. x: number;
  76220. /**
  76221. * The y component of the control stick
  76222. */
  76223. y: number;
  76224. /**
  76225. * Initializes the gamepad x and y control stick values
  76226. * @param x The x component of the gamepad control stick value
  76227. * @param y The y component of the gamepad control stick value
  76228. */
  76229. constructor(
  76230. /**
  76231. * The x component of the control stick
  76232. */
  76233. x: number,
  76234. /**
  76235. * The y component of the control stick
  76236. */
  76237. y: number);
  76238. }
  76239. /**
  76240. * An interface which manages callbacks for gamepad button changes
  76241. */
  76242. export interface GamepadButtonChanges {
  76243. /**
  76244. * Called when a gamepad has been changed
  76245. */
  76246. changed: boolean;
  76247. /**
  76248. * Called when a gamepad press event has been triggered
  76249. */
  76250. pressChanged: boolean;
  76251. /**
  76252. * Called when a touch event has been triggered
  76253. */
  76254. touchChanged: boolean;
  76255. /**
  76256. * Called when a value has changed
  76257. */
  76258. valueChanged: boolean;
  76259. }
  76260. /**
  76261. * Represents a gamepad
  76262. */
  76263. export class Gamepad {
  76264. /**
  76265. * The id of the gamepad
  76266. */
  76267. id: string;
  76268. /**
  76269. * The index of the gamepad
  76270. */
  76271. index: number;
  76272. /**
  76273. * The browser gamepad
  76274. */
  76275. browserGamepad: any;
  76276. /**
  76277. * Specifies what type of gamepad this represents
  76278. */
  76279. type: number;
  76280. private _leftStick;
  76281. private _rightStick;
  76282. /** @hidden */
  76283. _isConnected: boolean;
  76284. private _leftStickAxisX;
  76285. private _leftStickAxisY;
  76286. private _rightStickAxisX;
  76287. private _rightStickAxisY;
  76288. /**
  76289. * Triggered when the left control stick has been changed
  76290. */
  76291. private _onleftstickchanged;
  76292. /**
  76293. * Triggered when the right control stick has been changed
  76294. */
  76295. private _onrightstickchanged;
  76296. /**
  76297. * Represents a gamepad controller
  76298. */
  76299. static GAMEPAD: number;
  76300. /**
  76301. * Represents a generic controller
  76302. */
  76303. static GENERIC: number;
  76304. /**
  76305. * Represents an XBox controller
  76306. */
  76307. static XBOX: number;
  76308. /**
  76309. * Represents a pose-enabled controller
  76310. */
  76311. static POSE_ENABLED: number;
  76312. /**
  76313. * Represents an Dual Shock controller
  76314. */
  76315. static DUALSHOCK: number;
  76316. /**
  76317. * Specifies whether the left control stick should be Y-inverted
  76318. */
  76319. protected _invertLeftStickY: boolean;
  76320. /**
  76321. * Specifies if the gamepad has been connected
  76322. */
  76323. readonly isConnected: boolean;
  76324. /**
  76325. * Initializes the gamepad
  76326. * @param id The id of the gamepad
  76327. * @param index The index of the gamepad
  76328. * @param browserGamepad The browser gamepad
  76329. * @param leftStickX The x component of the left joystick
  76330. * @param leftStickY The y component of the left joystick
  76331. * @param rightStickX The x component of the right joystick
  76332. * @param rightStickY The y component of the right joystick
  76333. */
  76334. constructor(
  76335. /**
  76336. * The id of the gamepad
  76337. */
  76338. id: string,
  76339. /**
  76340. * The index of the gamepad
  76341. */
  76342. index: number,
  76343. /**
  76344. * The browser gamepad
  76345. */
  76346. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  76347. /**
  76348. * Callback triggered when the left joystick has changed
  76349. * @param callback
  76350. */
  76351. onleftstickchanged(callback: (values: StickValues) => void): void;
  76352. /**
  76353. * Callback triggered when the right joystick has changed
  76354. * @param callback
  76355. */
  76356. onrightstickchanged(callback: (values: StickValues) => void): void;
  76357. /**
  76358. * Gets the left joystick
  76359. */
  76360. /**
  76361. * Sets the left joystick values
  76362. */
  76363. leftStick: StickValues;
  76364. /**
  76365. * Gets the right joystick
  76366. */
  76367. /**
  76368. * Sets the right joystick value
  76369. */
  76370. rightStick: StickValues;
  76371. /**
  76372. * Updates the gamepad joystick positions
  76373. */
  76374. update(): void;
  76375. /**
  76376. * Disposes the gamepad
  76377. */
  76378. dispose(): void;
  76379. }
  76380. /**
  76381. * Represents a generic gamepad
  76382. */
  76383. export class GenericPad extends Gamepad {
  76384. private _buttons;
  76385. private _onbuttondown;
  76386. private _onbuttonup;
  76387. /**
  76388. * Observable triggered when a button has been pressed
  76389. */
  76390. onButtonDownObservable: Observable<number>;
  76391. /**
  76392. * Observable triggered when a button has been released
  76393. */
  76394. onButtonUpObservable: Observable<number>;
  76395. /**
  76396. * Callback triggered when a button has been pressed
  76397. * @param callback Called when a button has been pressed
  76398. */
  76399. onbuttondown(callback: (buttonPressed: number) => void): void;
  76400. /**
  76401. * Callback triggered when a button has been released
  76402. * @param callback Called when a button has been released
  76403. */
  76404. onbuttonup(callback: (buttonReleased: number) => void): void;
  76405. /**
  76406. * Initializes the generic gamepad
  76407. * @param id The id of the generic gamepad
  76408. * @param index The index of the generic gamepad
  76409. * @param browserGamepad The browser gamepad
  76410. */
  76411. constructor(id: string, index: number, browserGamepad: any);
  76412. private _setButtonValue;
  76413. /**
  76414. * Updates the generic gamepad
  76415. */
  76416. update(): void;
  76417. /**
  76418. * Disposes the generic gamepad
  76419. */
  76420. dispose(): void;
  76421. }
  76422. }
  76423. declare module BABYLON {
  76424. interface Engine {
  76425. /**
  76426. * Creates a raw texture
  76427. * @param data defines the data to store in the texture
  76428. * @param width defines the width of the texture
  76429. * @param height defines the height of the texture
  76430. * @param format defines the format of the data
  76431. * @param generateMipMaps defines if the engine should generate the mip levels
  76432. * @param invertY defines if data must be stored with Y axis inverted
  76433. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  76434. * @param compression defines the compression used (null by default)
  76435. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76436. * @returns the raw texture inside an InternalTexture
  76437. */
  76438. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  76439. /**
  76440. * Update a raw texture
  76441. * @param texture defines the texture to update
  76442. * @param data defines the data to store in the texture
  76443. * @param format defines the format of the data
  76444. * @param invertY defines if data must be stored with Y axis inverted
  76445. */
  76446. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76447. /**
  76448. * Update a raw texture
  76449. * @param texture defines the texture to update
  76450. * @param data defines the data to store in the texture
  76451. * @param format defines the format of the data
  76452. * @param invertY defines if data must be stored with Y axis inverted
  76453. * @param compression defines the compression used (null by default)
  76454. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76455. */
  76456. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  76457. /**
  76458. * Creates a new raw cube texture
  76459. * @param data defines the array of data to use to create each face
  76460. * @param size defines the size of the textures
  76461. * @param format defines the format of the data
  76462. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76463. * @param generateMipMaps defines if the engine should generate the mip levels
  76464. * @param invertY defines if data must be stored with Y axis inverted
  76465. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76466. * @param compression defines the compression used (null by default)
  76467. * @returns the cube texture as an InternalTexture
  76468. */
  76469. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  76470. /**
  76471. * Update a raw cube texture
  76472. * @param texture defines the texture to udpdate
  76473. * @param data defines the data to store
  76474. * @param format defines the data format
  76475. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76476. * @param invertY defines if data must be stored with Y axis inverted
  76477. */
  76478. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  76479. /**
  76480. * Update a raw cube texture
  76481. * @param texture defines the texture to udpdate
  76482. * @param data defines the data to store
  76483. * @param format defines the data format
  76484. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76485. * @param invertY defines if data must be stored with Y axis inverted
  76486. * @param compression defines the compression used (null by default)
  76487. */
  76488. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76489. /**
  76490. * Update a raw cube texture
  76491. * @param texture defines the texture to udpdate
  76492. * @param data defines the data to store
  76493. * @param format defines the data format
  76494. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76495. * @param invertY defines if data must be stored with Y axis inverted
  76496. * @param compression defines the compression used (null by default)
  76497. * @param level defines which level of the texture to update
  76498. */
  76499. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  76500. /**
  76501. * Creates a new raw cube texture from a specified url
  76502. * @param url defines the url where the data is located
  76503. * @param scene defines the current scene
  76504. * @param size defines the size of the textures
  76505. * @param format defines the format of the data
  76506. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76507. * @param noMipmap defines if the engine should avoid generating the mip levels
  76508. * @param callback defines a callback used to extract texture data from loaded data
  76509. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76510. * @param onLoad defines a callback called when texture is loaded
  76511. * @param onError defines a callback called if there is an error
  76512. * @returns the cube texture as an InternalTexture
  76513. */
  76514. 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;
  76515. /**
  76516. * Creates a new raw cube texture from a specified url
  76517. * @param url defines the url where the data is located
  76518. * @param scene defines the current scene
  76519. * @param size defines the size of the textures
  76520. * @param format defines the format of the data
  76521. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76522. * @param noMipmap defines if the engine should avoid generating the mip levels
  76523. * @param callback defines a callback used to extract texture data from loaded data
  76524. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76525. * @param onLoad defines a callback called when texture is loaded
  76526. * @param onError defines a callback called if there is an error
  76527. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76528. * @param invertY defines if data must be stored with Y axis inverted
  76529. * @returns the cube texture as an InternalTexture
  76530. */
  76531. 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;
  76532. /**
  76533. * Creates a new raw 3D texture
  76534. * @param data defines the data used to create the texture
  76535. * @param width defines the width of the texture
  76536. * @param height defines the height of the texture
  76537. * @param depth defines the depth of the texture
  76538. * @param format defines the format of the texture
  76539. * @param generateMipMaps defines if the engine must generate mip levels
  76540. * @param invertY defines if data must be stored with Y axis inverted
  76541. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76542. * @param compression defines the compressed used (can be null)
  76543. * @param textureType defines the compressed used (can be null)
  76544. * @returns a new raw 3D texture (stored in an InternalTexture)
  76545. */
  76546. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  76547. /**
  76548. * Update a raw 3D texture
  76549. * @param texture defines the texture to update
  76550. * @param data defines the data to store
  76551. * @param format defines the data format
  76552. * @param invertY defines if data must be stored with Y axis inverted
  76553. */
  76554. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76555. /**
  76556. * Update a raw 3D texture
  76557. * @param texture defines the texture to update
  76558. * @param data defines the data to store
  76559. * @param format defines the data format
  76560. * @param invertY defines if data must be stored with Y axis inverted
  76561. * @param compression defines the used compression (can be null)
  76562. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  76563. */
  76564. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  76565. }
  76566. }
  76567. declare module BABYLON {
  76568. /**
  76569. * Raw texture can help creating a texture directly from an array of data.
  76570. * This can be super useful if you either get the data from an uncompressed source or
  76571. * if you wish to create your texture pixel by pixel.
  76572. */
  76573. export class RawTexture extends Texture {
  76574. /**
  76575. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76576. */
  76577. format: number;
  76578. private _engine;
  76579. /**
  76580. * Instantiates a new RawTexture.
  76581. * Raw texture can help creating a texture directly from an array of data.
  76582. * This can be super useful if you either get the data from an uncompressed source or
  76583. * if you wish to create your texture pixel by pixel.
  76584. * @param data define the array of data to use to create the texture
  76585. * @param width define the width of the texture
  76586. * @param height define the height of the texture
  76587. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76588. * @param scene define the scene the texture belongs to
  76589. * @param generateMipMaps define whether mip maps should be generated or not
  76590. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76591. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76592. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76593. */
  76594. constructor(data: ArrayBufferView, width: number, height: number,
  76595. /**
  76596. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76597. */
  76598. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76599. /**
  76600. * Updates the texture underlying data.
  76601. * @param data Define the new data of the texture
  76602. */
  76603. update(data: ArrayBufferView): void;
  76604. /**
  76605. * Creates a luminance texture from some data.
  76606. * @param data Define the texture data
  76607. * @param width Define the width of the texture
  76608. * @param height Define the height of the texture
  76609. * @param scene Define the scene the texture belongs to
  76610. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76611. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76612. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76613. * @returns the luminance texture
  76614. */
  76615. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76616. /**
  76617. * Creates a luminance alpha texture from some data.
  76618. * @param data Define the texture data
  76619. * @param width Define the width of the texture
  76620. * @param height Define the height of the texture
  76621. * @param scene Define the scene the texture belongs to
  76622. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76623. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76624. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76625. * @returns the luminance alpha texture
  76626. */
  76627. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76628. /**
  76629. * Creates an alpha texture from some data.
  76630. * @param data Define the texture data
  76631. * @param width Define the width of the texture
  76632. * @param height Define the height of the texture
  76633. * @param scene Define the scene the texture belongs to
  76634. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76635. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76636. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76637. * @returns the alpha texture
  76638. */
  76639. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76640. /**
  76641. * Creates a RGB texture from some data.
  76642. * @param data Define the texture data
  76643. * @param width Define the width of the texture
  76644. * @param height Define the height of the texture
  76645. * @param scene Define the scene the texture belongs to
  76646. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76647. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76648. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76649. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76650. * @returns the RGB alpha texture
  76651. */
  76652. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76653. /**
  76654. * Creates a RGBA texture from some data.
  76655. * @param data Define the texture data
  76656. * @param width Define the width of the texture
  76657. * @param height Define the height of the texture
  76658. * @param scene Define the scene the texture belongs to
  76659. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76660. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76661. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76662. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76663. * @returns the RGBA texture
  76664. */
  76665. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76666. /**
  76667. * Creates a R texture from some data.
  76668. * @param data Define the texture data
  76669. * @param width Define the width of the texture
  76670. * @param height Define the height of the texture
  76671. * @param scene Define the scene the texture belongs to
  76672. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76673. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76674. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76675. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76676. * @returns the R texture
  76677. */
  76678. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76679. }
  76680. }
  76681. declare module BABYLON {
  76682. /**
  76683. * Interface for the size containing width and height
  76684. */
  76685. export interface ISize {
  76686. /**
  76687. * Width
  76688. */
  76689. width: number;
  76690. /**
  76691. * Heighht
  76692. */
  76693. height: number;
  76694. }
  76695. /**
  76696. * Size containing widht and height
  76697. */
  76698. export class Size implements ISize {
  76699. /**
  76700. * Width
  76701. */
  76702. width: number;
  76703. /**
  76704. * Height
  76705. */
  76706. height: number;
  76707. /**
  76708. * Creates a Size object from the given width and height (floats).
  76709. * @param width width of the new size
  76710. * @param height height of the new size
  76711. */
  76712. constructor(width: number, height: number);
  76713. /**
  76714. * Returns a string with the Size width and height
  76715. * @returns a string with the Size width and height
  76716. */
  76717. toString(): string;
  76718. /**
  76719. * "Size"
  76720. * @returns the string "Size"
  76721. */
  76722. getClassName(): string;
  76723. /**
  76724. * Returns the Size hash code.
  76725. * @returns a hash code for a unique width and height
  76726. */
  76727. getHashCode(): number;
  76728. /**
  76729. * Updates the current size from the given one.
  76730. * @param src the given size
  76731. */
  76732. copyFrom(src: Size): void;
  76733. /**
  76734. * Updates in place the current Size from the given floats.
  76735. * @param width width of the new size
  76736. * @param height height of the new size
  76737. * @returns the updated Size.
  76738. */
  76739. copyFromFloats(width: number, height: number): Size;
  76740. /**
  76741. * Updates in place the current Size from the given floats.
  76742. * @param width width to set
  76743. * @param height height to set
  76744. * @returns the updated Size.
  76745. */
  76746. set(width: number, height: number): Size;
  76747. /**
  76748. * Multiplies the width and height by numbers
  76749. * @param w factor to multiple the width by
  76750. * @param h factor to multiple the height by
  76751. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  76752. */
  76753. multiplyByFloats(w: number, h: number): Size;
  76754. /**
  76755. * Clones the size
  76756. * @returns a new Size copied from the given one.
  76757. */
  76758. clone(): Size;
  76759. /**
  76760. * True if the current Size and the given one width and height are strictly equal.
  76761. * @param other the other size to compare against
  76762. * @returns True if the current Size and the given one width and height are strictly equal.
  76763. */
  76764. equals(other: Size): boolean;
  76765. /**
  76766. * The surface of the Size : width * height (float).
  76767. */
  76768. readonly surface: number;
  76769. /**
  76770. * Create a new size of zero
  76771. * @returns a new Size set to (0.0, 0.0)
  76772. */
  76773. static Zero(): Size;
  76774. /**
  76775. * Sums the width and height of two sizes
  76776. * @param otherSize size to add to this size
  76777. * @returns a new Size set as the addition result of the current Size and the given one.
  76778. */
  76779. add(otherSize: Size): Size;
  76780. /**
  76781. * Subtracts the width and height of two
  76782. * @param otherSize size to subtract to this size
  76783. * @returns a new Size set as the subtraction result of the given one from the current Size.
  76784. */
  76785. subtract(otherSize: Size): Size;
  76786. /**
  76787. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  76788. * @param start starting size to lerp between
  76789. * @param end end size to lerp between
  76790. * @param amount amount to lerp between the start and end values
  76791. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  76792. */
  76793. static Lerp(start: Size, end: Size, amount: number): Size;
  76794. }
  76795. }
  76796. declare module BABYLON {
  76797. /**
  76798. * Defines a runtime animation
  76799. */
  76800. export class RuntimeAnimation {
  76801. private _events;
  76802. /**
  76803. * The current frame of the runtime animation
  76804. */
  76805. private _currentFrame;
  76806. /**
  76807. * The animation used by the runtime animation
  76808. */
  76809. private _animation;
  76810. /**
  76811. * The target of the runtime animation
  76812. */
  76813. private _target;
  76814. /**
  76815. * The initiating animatable
  76816. */
  76817. private _host;
  76818. /**
  76819. * The original value of the runtime animation
  76820. */
  76821. private _originalValue;
  76822. /**
  76823. * The original blend value of the runtime animation
  76824. */
  76825. private _originalBlendValue;
  76826. /**
  76827. * The offsets cache of the runtime animation
  76828. */
  76829. private _offsetsCache;
  76830. /**
  76831. * The high limits cache of the runtime animation
  76832. */
  76833. private _highLimitsCache;
  76834. /**
  76835. * Specifies if the runtime animation has been stopped
  76836. */
  76837. private _stopped;
  76838. /**
  76839. * The blending factor of the runtime animation
  76840. */
  76841. private _blendingFactor;
  76842. /**
  76843. * The BabylonJS scene
  76844. */
  76845. private _scene;
  76846. /**
  76847. * The current value of the runtime animation
  76848. */
  76849. private _currentValue;
  76850. /** @hidden */
  76851. _animationState: _IAnimationState;
  76852. /**
  76853. * The active target of the runtime animation
  76854. */
  76855. private _activeTargets;
  76856. private _currentActiveTarget;
  76857. private _directTarget;
  76858. /**
  76859. * The target path of the runtime animation
  76860. */
  76861. private _targetPath;
  76862. /**
  76863. * The weight of the runtime animation
  76864. */
  76865. private _weight;
  76866. /**
  76867. * The ratio offset of the runtime animation
  76868. */
  76869. private _ratioOffset;
  76870. /**
  76871. * The previous delay of the runtime animation
  76872. */
  76873. private _previousDelay;
  76874. /**
  76875. * The previous ratio of the runtime animation
  76876. */
  76877. private _previousRatio;
  76878. private _enableBlending;
  76879. private _keys;
  76880. private _minFrame;
  76881. private _maxFrame;
  76882. private _minValue;
  76883. private _maxValue;
  76884. private _targetIsArray;
  76885. /**
  76886. * Gets the current frame of the runtime animation
  76887. */
  76888. readonly currentFrame: number;
  76889. /**
  76890. * Gets the weight of the runtime animation
  76891. */
  76892. readonly weight: number;
  76893. /**
  76894. * Gets the current value of the runtime animation
  76895. */
  76896. readonly currentValue: any;
  76897. /**
  76898. * Gets the target path of the runtime animation
  76899. */
  76900. readonly targetPath: string;
  76901. /**
  76902. * Gets the actual target of the runtime animation
  76903. */
  76904. readonly target: any;
  76905. /** @hidden */
  76906. _onLoop: () => void;
  76907. /**
  76908. * Create a new RuntimeAnimation object
  76909. * @param target defines the target of the animation
  76910. * @param animation defines the source animation object
  76911. * @param scene defines the hosting scene
  76912. * @param host defines the initiating Animatable
  76913. */
  76914. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  76915. private _preparePath;
  76916. /**
  76917. * Gets the animation from the runtime animation
  76918. */
  76919. readonly animation: Animation;
  76920. /**
  76921. * Resets the runtime animation to the beginning
  76922. * @param restoreOriginal defines whether to restore the target property to the original value
  76923. */
  76924. reset(restoreOriginal?: boolean): void;
  76925. /**
  76926. * Specifies if the runtime animation is stopped
  76927. * @returns Boolean specifying if the runtime animation is stopped
  76928. */
  76929. isStopped(): boolean;
  76930. /**
  76931. * Disposes of the runtime animation
  76932. */
  76933. dispose(): void;
  76934. /**
  76935. * Apply the interpolated value to the target
  76936. * @param currentValue defines the value computed by the animation
  76937. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  76938. */
  76939. setValue(currentValue: any, weight: number): void;
  76940. private _getOriginalValues;
  76941. private _setValue;
  76942. /**
  76943. * Gets the loop pmode of the runtime animation
  76944. * @returns Loop Mode
  76945. */
  76946. private _getCorrectLoopMode;
  76947. /**
  76948. * Move the current animation to a given frame
  76949. * @param frame defines the frame to move to
  76950. */
  76951. goToFrame(frame: number): void;
  76952. /**
  76953. * @hidden Internal use only
  76954. */
  76955. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  76956. /**
  76957. * Execute the current animation
  76958. * @param delay defines the delay to add to the current frame
  76959. * @param from defines the lower bound of the animation range
  76960. * @param to defines the upper bound of the animation range
  76961. * @param loop defines if the current animation must loop
  76962. * @param speedRatio defines the current speed ratio
  76963. * @param weight defines the weight of the animation (default is -1 so no weight)
  76964. * @param onLoop optional callback called when animation loops
  76965. * @returns a boolean indicating if the animation is running
  76966. */
  76967. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  76968. }
  76969. }
  76970. declare module BABYLON {
  76971. /**
  76972. * Class used to store an actual running animation
  76973. */
  76974. export class Animatable {
  76975. /** defines the target object */
  76976. target: any;
  76977. /** defines the starting frame number (default is 0) */
  76978. fromFrame: number;
  76979. /** defines the ending frame number (default is 100) */
  76980. toFrame: number;
  76981. /** defines if the animation must loop (default is false) */
  76982. loopAnimation: boolean;
  76983. /** defines a callback to call when animation ends if it is not looping */
  76984. onAnimationEnd?: (() => void) | null | undefined;
  76985. /** defines a callback to call when animation loops */
  76986. onAnimationLoop?: (() => void) | null | undefined;
  76987. private _localDelayOffset;
  76988. private _pausedDelay;
  76989. private _runtimeAnimations;
  76990. private _paused;
  76991. private _scene;
  76992. private _speedRatio;
  76993. private _weight;
  76994. private _syncRoot;
  76995. /**
  76996. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  76997. * This will only apply for non looping animation (default is true)
  76998. */
  76999. disposeOnEnd: boolean;
  77000. /**
  77001. * Gets a boolean indicating if the animation has started
  77002. */
  77003. animationStarted: boolean;
  77004. /**
  77005. * Observer raised when the animation ends
  77006. */
  77007. onAnimationEndObservable: Observable<Animatable>;
  77008. /**
  77009. * Observer raised when the animation loops
  77010. */
  77011. onAnimationLoopObservable: Observable<Animatable>;
  77012. /**
  77013. * Gets the root Animatable used to synchronize and normalize animations
  77014. */
  77015. readonly syncRoot: Nullable<Animatable>;
  77016. /**
  77017. * Gets the current frame of the first RuntimeAnimation
  77018. * Used to synchronize Animatables
  77019. */
  77020. readonly masterFrame: number;
  77021. /**
  77022. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  77023. */
  77024. weight: number;
  77025. /**
  77026. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  77027. */
  77028. speedRatio: number;
  77029. /**
  77030. * Creates a new Animatable
  77031. * @param scene defines the hosting scene
  77032. * @param target defines the target object
  77033. * @param fromFrame defines the starting frame number (default is 0)
  77034. * @param toFrame defines the ending frame number (default is 100)
  77035. * @param loopAnimation defines if the animation must loop (default is false)
  77036. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  77037. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  77038. * @param animations defines a group of animation to add to the new Animatable
  77039. * @param onAnimationLoop defines a callback to call when animation loops
  77040. */
  77041. constructor(scene: Scene,
  77042. /** defines the target object */
  77043. target: any,
  77044. /** defines the starting frame number (default is 0) */
  77045. fromFrame?: number,
  77046. /** defines the ending frame number (default is 100) */
  77047. toFrame?: number,
  77048. /** defines if the animation must loop (default is false) */
  77049. loopAnimation?: boolean, speedRatio?: number,
  77050. /** defines a callback to call when animation ends if it is not looping */
  77051. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  77052. /** defines a callback to call when animation loops */
  77053. onAnimationLoop?: (() => void) | null | undefined);
  77054. /**
  77055. * Synchronize and normalize current Animatable with a source Animatable
  77056. * This is useful when using animation weights and when animations are not of the same length
  77057. * @param root defines the root Animatable to synchronize with
  77058. * @returns the current Animatable
  77059. */
  77060. syncWith(root: Animatable): Animatable;
  77061. /**
  77062. * Gets the list of runtime animations
  77063. * @returns an array of RuntimeAnimation
  77064. */
  77065. getAnimations(): RuntimeAnimation[];
  77066. /**
  77067. * Adds more animations to the current animatable
  77068. * @param target defines the target of the animations
  77069. * @param animations defines the new animations to add
  77070. */
  77071. appendAnimations(target: any, animations: Animation[]): void;
  77072. /**
  77073. * Gets the source animation for a specific property
  77074. * @param property defines the propertyu to look for
  77075. * @returns null or the source animation for the given property
  77076. */
  77077. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  77078. /**
  77079. * Gets the runtime animation for a specific property
  77080. * @param property defines the propertyu to look for
  77081. * @returns null or the runtime animation for the given property
  77082. */
  77083. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  77084. /**
  77085. * Resets the animatable to its original state
  77086. */
  77087. reset(): void;
  77088. /**
  77089. * Allows the animatable to blend with current running animations
  77090. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77091. * @param blendingSpeed defines the blending speed to use
  77092. */
  77093. enableBlending(blendingSpeed: number): void;
  77094. /**
  77095. * Disable animation blending
  77096. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77097. */
  77098. disableBlending(): void;
  77099. /**
  77100. * Jump directly to a given frame
  77101. * @param frame defines the frame to jump to
  77102. */
  77103. goToFrame(frame: number): void;
  77104. /**
  77105. * Pause the animation
  77106. */
  77107. pause(): void;
  77108. /**
  77109. * Restart the animation
  77110. */
  77111. restart(): void;
  77112. private _raiseOnAnimationEnd;
  77113. /**
  77114. * Stop and delete the current animation
  77115. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  77116. * @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)
  77117. */
  77118. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  77119. /**
  77120. * Wait asynchronously for the animation to end
  77121. * @returns a promise which will be fullfilled when the animation ends
  77122. */
  77123. waitAsync(): Promise<Animatable>;
  77124. /** @hidden */
  77125. _animate(delay: number): boolean;
  77126. }
  77127. interface Scene {
  77128. /** @hidden */
  77129. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  77130. /** @hidden */
  77131. _processLateAnimationBindingsForMatrices(holder: {
  77132. totalWeight: number;
  77133. animations: RuntimeAnimation[];
  77134. originalValue: Matrix;
  77135. }): any;
  77136. /** @hidden */
  77137. _processLateAnimationBindingsForQuaternions(holder: {
  77138. totalWeight: number;
  77139. animations: RuntimeAnimation[];
  77140. originalValue: Quaternion;
  77141. }, refQuaternion: Quaternion): Quaternion;
  77142. /** @hidden */
  77143. _processLateAnimationBindings(): void;
  77144. /**
  77145. * Will start the animation sequence of a given target
  77146. * @param target defines the target
  77147. * @param from defines from which frame should animation start
  77148. * @param to defines until which frame should animation run.
  77149. * @param weight defines the weight to apply to the animation (1.0 by default)
  77150. * @param loop defines if the animation loops
  77151. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77152. * @param onAnimationEnd defines the function to be executed when the animation ends
  77153. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77154. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77155. * @param onAnimationLoop defines the callback to call when an animation loops
  77156. * @returns the animatable object created for this animation
  77157. */
  77158. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77159. /**
  77160. * Will start the animation sequence of a given target
  77161. * @param target defines the target
  77162. * @param from defines from which frame should animation start
  77163. * @param to defines until which frame should animation run.
  77164. * @param loop defines if the animation loops
  77165. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77166. * @param onAnimationEnd defines the function to be executed when the animation ends
  77167. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77168. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77169. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  77170. * @param onAnimationLoop defines the callback to call when an animation loops
  77171. * @returns the animatable object created for this animation
  77172. */
  77173. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77174. /**
  77175. * Will start the animation sequence of a given target and its hierarchy
  77176. * @param target defines the target
  77177. * @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.
  77178. * @param from defines from which frame should animation start
  77179. * @param to defines until which frame should animation run.
  77180. * @param loop defines if the animation loops
  77181. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77182. * @param onAnimationEnd defines the function to be executed when the animation ends
  77183. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77184. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77185. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77186. * @param onAnimationLoop defines the callback to call when an animation loops
  77187. * @returns the list of created animatables
  77188. */
  77189. 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[];
  77190. /**
  77191. * Begin a new animation on a given node
  77192. * @param target defines the target where the animation will take place
  77193. * @param animations defines the list of animations to start
  77194. * @param from defines the initial value
  77195. * @param to defines the final value
  77196. * @param loop defines if you want animation to loop (off by default)
  77197. * @param speedRatio defines the speed ratio to apply to all animations
  77198. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77199. * @param onAnimationLoop defines the callback to call when an animation loops
  77200. * @returns the list of created animatables
  77201. */
  77202. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  77203. /**
  77204. * Begin a new animation on a given node and its hierarchy
  77205. * @param target defines the root node where the animation will take place
  77206. * @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.
  77207. * @param animations defines the list of animations to start
  77208. * @param from defines the initial value
  77209. * @param to defines the final value
  77210. * @param loop defines if you want animation to loop (off by default)
  77211. * @param speedRatio defines the speed ratio to apply to all animations
  77212. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77213. * @param onAnimationLoop defines the callback to call when an animation loops
  77214. * @returns the list of animatables created for all nodes
  77215. */
  77216. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  77217. /**
  77218. * Gets the animatable associated with a specific target
  77219. * @param target defines the target of the animatable
  77220. * @returns the required animatable if found
  77221. */
  77222. getAnimatableByTarget(target: any): Nullable<Animatable>;
  77223. /**
  77224. * Gets all animatables associated with a given target
  77225. * @param target defines the target to look animatables for
  77226. * @returns an array of Animatables
  77227. */
  77228. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  77229. /**
  77230. * Stops and removes all animations that have been applied to the scene
  77231. */
  77232. stopAllAnimations(): void;
  77233. }
  77234. interface Bone {
  77235. /**
  77236. * Copy an animation range from another bone
  77237. * @param source defines the source bone
  77238. * @param rangeName defines the range name to copy
  77239. * @param frameOffset defines the frame offset
  77240. * @param rescaleAsRequired defines if rescaling must be applied if required
  77241. * @param skelDimensionsRatio defines the scaling ratio
  77242. * @returns true if operation was successful
  77243. */
  77244. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  77245. }
  77246. }
  77247. declare module BABYLON {
  77248. /**
  77249. * Class used to override all child animations of a given target
  77250. */
  77251. export class AnimationPropertiesOverride {
  77252. /**
  77253. * Gets or sets a value indicating if animation blending must be used
  77254. */
  77255. enableBlending: boolean;
  77256. /**
  77257. * Gets or sets the blending speed to use when enableBlending is true
  77258. */
  77259. blendingSpeed: number;
  77260. /**
  77261. * Gets or sets the default loop mode to use
  77262. */
  77263. loopMode: number;
  77264. }
  77265. }
  77266. declare module BABYLON {
  77267. /**
  77268. * Class used to handle skinning animations
  77269. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77270. */
  77271. export class Skeleton implements IAnimatable {
  77272. /** defines the skeleton name */
  77273. name: string;
  77274. /** defines the skeleton Id */
  77275. id: string;
  77276. /**
  77277. * Defines the list of child bones
  77278. */
  77279. bones: Bone[];
  77280. /**
  77281. * Defines an estimate of the dimension of the skeleton at rest
  77282. */
  77283. dimensionsAtRest: Vector3;
  77284. /**
  77285. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  77286. */
  77287. needInitialSkinMatrix: boolean;
  77288. /**
  77289. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  77290. */
  77291. overrideMesh: Nullable<AbstractMesh>;
  77292. /**
  77293. * Gets the list of animations attached to this skeleton
  77294. */
  77295. animations: Array<Animation>;
  77296. private _scene;
  77297. private _isDirty;
  77298. private _transformMatrices;
  77299. private _transformMatrixTexture;
  77300. private _meshesWithPoseMatrix;
  77301. private _animatables;
  77302. private _identity;
  77303. private _synchronizedWithMesh;
  77304. private _ranges;
  77305. private _lastAbsoluteTransformsUpdateId;
  77306. private _canUseTextureForBones;
  77307. private _uniqueId;
  77308. /** @hidden */
  77309. _numBonesWithLinkedTransformNode: number;
  77310. /** @hidden */
  77311. _hasWaitingData: Nullable<boolean>;
  77312. /**
  77313. * Specifies if the skeleton should be serialized
  77314. */
  77315. doNotSerialize: boolean;
  77316. private _useTextureToStoreBoneMatrices;
  77317. /**
  77318. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  77319. * Please note that this option is not available if the hardware does not support it
  77320. */
  77321. useTextureToStoreBoneMatrices: boolean;
  77322. private _animationPropertiesOverride;
  77323. /**
  77324. * Gets or sets the animation properties override
  77325. */
  77326. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77327. /**
  77328. * List of inspectable custom properties (used by the Inspector)
  77329. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  77330. */
  77331. inspectableCustomProperties: IInspectable[];
  77332. /**
  77333. * An observable triggered before computing the skeleton's matrices
  77334. */
  77335. onBeforeComputeObservable: Observable<Skeleton>;
  77336. /**
  77337. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  77338. */
  77339. readonly isUsingTextureForMatrices: boolean;
  77340. /**
  77341. * Gets the unique ID of this skeleton
  77342. */
  77343. readonly uniqueId: number;
  77344. /**
  77345. * Creates a new skeleton
  77346. * @param name defines the skeleton name
  77347. * @param id defines the skeleton Id
  77348. * @param scene defines the hosting scene
  77349. */
  77350. constructor(
  77351. /** defines the skeleton name */
  77352. name: string,
  77353. /** defines the skeleton Id */
  77354. id: string, scene: Scene);
  77355. /**
  77356. * Gets the current object class name.
  77357. * @return the class name
  77358. */
  77359. getClassName(): string;
  77360. /**
  77361. * Returns an array containing the root bones
  77362. * @returns an array containing the root bones
  77363. */
  77364. getChildren(): Array<Bone>;
  77365. /**
  77366. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77367. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77368. * @returns a Float32Array containing matrices data
  77369. */
  77370. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77371. /**
  77372. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77373. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77374. * @returns a raw texture containing the data
  77375. */
  77376. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77377. /**
  77378. * Gets the current hosting scene
  77379. * @returns a scene object
  77380. */
  77381. getScene(): Scene;
  77382. /**
  77383. * Gets a string representing the current skeleton data
  77384. * @param fullDetails defines a boolean indicating if we want a verbose version
  77385. * @returns a string representing the current skeleton data
  77386. */
  77387. toString(fullDetails?: boolean): string;
  77388. /**
  77389. * Get bone's index searching by name
  77390. * @param name defines bone's name to search for
  77391. * @return the indice of the bone. Returns -1 if not found
  77392. */
  77393. getBoneIndexByName(name: string): number;
  77394. /**
  77395. * Creater a new animation range
  77396. * @param name defines the name of the range
  77397. * @param from defines the start key
  77398. * @param to defines the end key
  77399. */
  77400. createAnimationRange(name: string, from: number, to: number): void;
  77401. /**
  77402. * Delete a specific animation range
  77403. * @param name defines the name of the range
  77404. * @param deleteFrames defines if frames must be removed as well
  77405. */
  77406. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  77407. /**
  77408. * Gets a specific animation range
  77409. * @param name defines the name of the range to look for
  77410. * @returns the requested animation range or null if not found
  77411. */
  77412. getAnimationRange(name: string): Nullable<AnimationRange>;
  77413. /**
  77414. * Gets the list of all animation ranges defined on this skeleton
  77415. * @returns an array
  77416. */
  77417. getAnimationRanges(): Nullable<AnimationRange>[];
  77418. /**
  77419. * Copy animation range from a source skeleton.
  77420. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  77421. * @param source defines the source skeleton
  77422. * @param name defines the name of the range to copy
  77423. * @param rescaleAsRequired defines if rescaling must be applied if required
  77424. * @returns true if operation was successful
  77425. */
  77426. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  77427. /**
  77428. * Forces the skeleton to go to rest pose
  77429. */
  77430. returnToRest(): void;
  77431. private _getHighestAnimationFrame;
  77432. /**
  77433. * Begin a specific animation range
  77434. * @param name defines the name of the range to start
  77435. * @param loop defines if looping must be turned on (false by default)
  77436. * @param speedRatio defines the speed ratio to apply (1 by default)
  77437. * @param onAnimationEnd defines a callback which will be called when animation will end
  77438. * @returns a new animatable
  77439. */
  77440. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  77441. /** @hidden */
  77442. _markAsDirty(): void;
  77443. /** @hidden */
  77444. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77445. /** @hidden */
  77446. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77447. private _computeTransformMatrices;
  77448. /**
  77449. * Build all resources required to render a skeleton
  77450. */
  77451. prepare(): void;
  77452. /**
  77453. * Gets the list of animatables currently running for this skeleton
  77454. * @returns an array of animatables
  77455. */
  77456. getAnimatables(): IAnimatable[];
  77457. /**
  77458. * Clone the current skeleton
  77459. * @param name defines the name of the new skeleton
  77460. * @param id defines the id of the new skeleton
  77461. * @returns the new skeleton
  77462. */
  77463. clone(name: string, id: string): Skeleton;
  77464. /**
  77465. * Enable animation blending for this skeleton
  77466. * @param blendingSpeed defines the blending speed to apply
  77467. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77468. */
  77469. enableBlending(blendingSpeed?: number): void;
  77470. /**
  77471. * Releases all resources associated with the current skeleton
  77472. */
  77473. dispose(): void;
  77474. /**
  77475. * Serialize the skeleton in a JSON object
  77476. * @returns a JSON object
  77477. */
  77478. serialize(): any;
  77479. /**
  77480. * Creates a new skeleton from serialized data
  77481. * @param parsedSkeleton defines the serialized data
  77482. * @param scene defines the hosting scene
  77483. * @returns a new skeleton
  77484. */
  77485. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77486. /**
  77487. * Compute all node absolute transforms
  77488. * @param forceUpdate defines if computation must be done even if cache is up to date
  77489. */
  77490. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77491. /**
  77492. * Gets the root pose matrix
  77493. * @returns a matrix
  77494. */
  77495. getPoseMatrix(): Nullable<Matrix>;
  77496. /**
  77497. * Sorts bones per internal index
  77498. */
  77499. sortBones(): void;
  77500. private _sortBones;
  77501. }
  77502. }
  77503. declare module BABYLON {
  77504. /**
  77505. * Class used to store bone information
  77506. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77507. */
  77508. export class Bone extends Node {
  77509. /**
  77510. * defines the bone name
  77511. */
  77512. name: string;
  77513. private static _tmpVecs;
  77514. private static _tmpQuat;
  77515. private static _tmpMats;
  77516. /**
  77517. * Gets the list of child bones
  77518. */
  77519. children: Bone[];
  77520. /** Gets the animations associated with this bone */
  77521. animations: Animation[];
  77522. /**
  77523. * Gets or sets bone length
  77524. */
  77525. length: number;
  77526. /**
  77527. * @hidden Internal only
  77528. * Set this value to map this bone to a different index in the transform matrices
  77529. * Set this value to -1 to exclude the bone from the transform matrices
  77530. */
  77531. _index: Nullable<number>;
  77532. private _skeleton;
  77533. private _localMatrix;
  77534. private _restPose;
  77535. private _baseMatrix;
  77536. private _absoluteTransform;
  77537. private _invertedAbsoluteTransform;
  77538. private _parent;
  77539. private _scalingDeterminant;
  77540. private _worldTransform;
  77541. private _localScaling;
  77542. private _localRotation;
  77543. private _localPosition;
  77544. private _needToDecompose;
  77545. private _needToCompose;
  77546. /** @hidden */
  77547. _linkedTransformNode: Nullable<TransformNode>;
  77548. /** @hidden */
  77549. _waitingTransformNodeId: Nullable<string>;
  77550. /** @hidden */
  77551. /** @hidden */
  77552. _matrix: Matrix;
  77553. /**
  77554. * Create a new bone
  77555. * @param name defines the bone name
  77556. * @param skeleton defines the parent skeleton
  77557. * @param parentBone defines the parent (can be null if the bone is the root)
  77558. * @param localMatrix defines the local matrix
  77559. * @param restPose defines the rest pose matrix
  77560. * @param baseMatrix defines the base matrix
  77561. * @param index defines index of the bone in the hiearchy
  77562. */
  77563. constructor(
  77564. /**
  77565. * defines the bone name
  77566. */
  77567. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  77568. /**
  77569. * Gets the current object class name.
  77570. * @return the class name
  77571. */
  77572. getClassName(): string;
  77573. /**
  77574. * Gets the parent skeleton
  77575. * @returns a skeleton
  77576. */
  77577. getSkeleton(): Skeleton;
  77578. /**
  77579. * Gets parent bone
  77580. * @returns a bone or null if the bone is the root of the bone hierarchy
  77581. */
  77582. getParent(): Nullable<Bone>;
  77583. /**
  77584. * Returns an array containing the root bones
  77585. * @returns an array containing the root bones
  77586. */
  77587. getChildren(): Array<Bone>;
  77588. /**
  77589. * Sets the parent bone
  77590. * @param parent defines the parent (can be null if the bone is the root)
  77591. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77592. */
  77593. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77594. /**
  77595. * Gets the local matrix
  77596. * @returns a matrix
  77597. */
  77598. getLocalMatrix(): Matrix;
  77599. /**
  77600. * Gets the base matrix (initial matrix which remains unchanged)
  77601. * @returns a matrix
  77602. */
  77603. getBaseMatrix(): Matrix;
  77604. /**
  77605. * Gets the rest pose matrix
  77606. * @returns a matrix
  77607. */
  77608. getRestPose(): Matrix;
  77609. /**
  77610. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77611. */
  77612. getWorldMatrix(): Matrix;
  77613. /**
  77614. * Sets the local matrix to rest pose matrix
  77615. */
  77616. returnToRest(): void;
  77617. /**
  77618. * Gets the inverse of the absolute transform matrix.
  77619. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77620. * @returns a matrix
  77621. */
  77622. getInvertedAbsoluteTransform(): Matrix;
  77623. /**
  77624. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77625. * @returns a matrix
  77626. */
  77627. getAbsoluteTransform(): Matrix;
  77628. /**
  77629. * Links with the given transform node.
  77630. * The local matrix of this bone is copied from the transform node every frame.
  77631. * @param transformNode defines the transform node to link to
  77632. */
  77633. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77634. /**
  77635. * Gets the node used to drive the bone's transformation
  77636. * @returns a transform node or null
  77637. */
  77638. getTransformNode(): Nullable<TransformNode>;
  77639. /** Gets or sets current position (in local space) */
  77640. position: Vector3;
  77641. /** Gets or sets current rotation (in local space) */
  77642. rotation: Vector3;
  77643. /** Gets or sets current rotation quaternion (in local space) */
  77644. rotationQuaternion: Quaternion;
  77645. /** Gets or sets current scaling (in local space) */
  77646. scaling: Vector3;
  77647. /**
  77648. * Gets the animation properties override
  77649. */
  77650. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77651. private _decompose;
  77652. private _compose;
  77653. /**
  77654. * Update the base and local matrices
  77655. * @param matrix defines the new base or local matrix
  77656. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77657. * @param updateLocalMatrix defines if the local matrix should be updated
  77658. */
  77659. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77660. /** @hidden */
  77661. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77662. /**
  77663. * Flag the bone as dirty (Forcing it to update everything)
  77664. */
  77665. markAsDirty(): void;
  77666. /** @hidden */
  77667. _markAsDirtyAndCompose(): void;
  77668. private _markAsDirtyAndDecompose;
  77669. /**
  77670. * Translate the bone in local or world space
  77671. * @param vec The amount to translate the bone
  77672. * @param space The space that the translation is in
  77673. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77674. */
  77675. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77676. /**
  77677. * Set the postion of the bone in local or world space
  77678. * @param position The position to set the bone
  77679. * @param space The space that the position is in
  77680. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77681. */
  77682. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77683. /**
  77684. * Set the absolute position of the bone (world space)
  77685. * @param position The position to set the bone
  77686. * @param mesh The mesh that this bone is attached to
  77687. */
  77688. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  77689. /**
  77690. * Scale the bone on the x, y and z axes (in local space)
  77691. * @param x The amount to scale the bone on the x axis
  77692. * @param y The amount to scale the bone on the y axis
  77693. * @param z The amount to scale the bone on the z axis
  77694. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77695. */
  77696. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  77697. /**
  77698. * Set the bone scaling in local space
  77699. * @param scale defines the scaling vector
  77700. */
  77701. setScale(scale: Vector3): void;
  77702. /**
  77703. * Gets the current scaling in local space
  77704. * @returns the current scaling vector
  77705. */
  77706. getScale(): Vector3;
  77707. /**
  77708. * Gets the current scaling in local space and stores it in a target vector
  77709. * @param result defines the target vector
  77710. */
  77711. getScaleToRef(result: Vector3): void;
  77712. /**
  77713. * Set the yaw, pitch, and roll of the bone in local or world space
  77714. * @param yaw The rotation of the bone on the y axis
  77715. * @param pitch The rotation of the bone on the x axis
  77716. * @param roll The rotation of the bone on the z axis
  77717. * @param space The space that the axes of rotation are in
  77718. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77719. */
  77720. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  77721. /**
  77722. * Add a rotation to the bone on an axis in local or world space
  77723. * @param axis The axis to rotate the bone on
  77724. * @param amount The amount to rotate the bone
  77725. * @param space The space that the axis is in
  77726. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77727. */
  77728. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  77729. /**
  77730. * Set the rotation of the bone to a particular axis angle in local or world space
  77731. * @param axis The axis to rotate the bone on
  77732. * @param angle The angle that the bone should be rotated to
  77733. * @param space The space that the axis is in
  77734. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77735. */
  77736. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  77737. /**
  77738. * Set the euler rotation of the bone in local of world space
  77739. * @param rotation The euler rotation that the bone should be set to
  77740. * @param space The space that the rotation is in
  77741. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77742. */
  77743. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77744. /**
  77745. * Set the quaternion rotation of the bone in local of world space
  77746. * @param quat The quaternion rotation that the bone should be set to
  77747. * @param space The space that the rotation is in
  77748. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77749. */
  77750. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  77751. /**
  77752. * Set the rotation matrix of the bone in local of world space
  77753. * @param rotMat The rotation matrix that the bone should be set to
  77754. * @param space The space that the rotation is in
  77755. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77756. */
  77757. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  77758. private _rotateWithMatrix;
  77759. private _getNegativeRotationToRef;
  77760. /**
  77761. * Get the position of the bone in local or world space
  77762. * @param space The space that the returned position is in
  77763. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77764. * @returns The position of the bone
  77765. */
  77766. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77767. /**
  77768. * Copy the position of the bone to a vector3 in local or world space
  77769. * @param space The space that the returned position is in
  77770. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77771. * @param result The vector3 to copy the position to
  77772. */
  77773. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  77774. /**
  77775. * Get the absolute position of the bone (world space)
  77776. * @param mesh The mesh that this bone is attached to
  77777. * @returns The absolute position of the bone
  77778. */
  77779. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  77780. /**
  77781. * Copy the absolute position of the bone (world space) to the result param
  77782. * @param mesh The mesh that this bone is attached to
  77783. * @param result The vector3 to copy the absolute position to
  77784. */
  77785. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  77786. /**
  77787. * Compute the absolute transforms of this bone and its children
  77788. */
  77789. computeAbsoluteTransforms(): void;
  77790. /**
  77791. * Get the world direction from an axis that is in the local space of the bone
  77792. * @param localAxis The local direction that is used to compute the world direction
  77793. * @param mesh The mesh that this bone is attached to
  77794. * @returns The world direction
  77795. */
  77796. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77797. /**
  77798. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  77799. * @param localAxis The local direction that is used to compute the world direction
  77800. * @param mesh The mesh that this bone is attached to
  77801. * @param result The vector3 that the world direction will be copied to
  77802. */
  77803. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77804. /**
  77805. * Get the euler rotation of the bone in local or world space
  77806. * @param space The space that the rotation should be in
  77807. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77808. * @returns The euler rotation
  77809. */
  77810. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77811. /**
  77812. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  77813. * @param space The space that the rotation should be in
  77814. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77815. * @param result The vector3 that the rotation should be copied to
  77816. */
  77817. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77818. /**
  77819. * Get the quaternion rotation of the bone in either local or world space
  77820. * @param space The space that the rotation should be in
  77821. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77822. * @returns The quaternion rotation
  77823. */
  77824. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  77825. /**
  77826. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  77827. * @param space The space that the rotation should be in
  77828. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77829. * @param result The quaternion that the rotation should be copied to
  77830. */
  77831. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  77832. /**
  77833. * Get the rotation matrix of the bone in local or world space
  77834. * @param space The space that the rotation should be in
  77835. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77836. * @returns The rotation matrix
  77837. */
  77838. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  77839. /**
  77840. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  77841. * @param space The space that the rotation should be in
  77842. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77843. * @param result The quaternion that the rotation should be copied to
  77844. */
  77845. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  77846. /**
  77847. * Get the world position of a point that is in the local space of the bone
  77848. * @param position The local position
  77849. * @param mesh The mesh that this bone is attached to
  77850. * @returns The world position
  77851. */
  77852. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77853. /**
  77854. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  77855. * @param position The local position
  77856. * @param mesh The mesh that this bone is attached to
  77857. * @param result The vector3 that the world position should be copied to
  77858. */
  77859. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77860. /**
  77861. * Get the local position of a point that is in world space
  77862. * @param position The world position
  77863. * @param mesh The mesh that this bone is attached to
  77864. * @returns The local position
  77865. */
  77866. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77867. /**
  77868. * Get the local position of a point that is in world space and copy it to the result param
  77869. * @param position The world position
  77870. * @param mesh The mesh that this bone is attached to
  77871. * @param result The vector3 that the local position should be copied to
  77872. */
  77873. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77874. }
  77875. }
  77876. declare module BABYLON {
  77877. /**
  77878. * 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.
  77879. * @see https://doc.babylonjs.com/how_to/transformnode
  77880. */
  77881. export class TransformNode extends Node {
  77882. /**
  77883. * Object will not rotate to face the camera
  77884. */
  77885. static BILLBOARDMODE_NONE: number;
  77886. /**
  77887. * Object will rotate to face the camera but only on the x axis
  77888. */
  77889. static BILLBOARDMODE_X: number;
  77890. /**
  77891. * Object will rotate to face the camera but only on the y axis
  77892. */
  77893. static BILLBOARDMODE_Y: number;
  77894. /**
  77895. * Object will rotate to face the camera but only on the z axis
  77896. */
  77897. static BILLBOARDMODE_Z: number;
  77898. /**
  77899. * Object will rotate to face the camera
  77900. */
  77901. static BILLBOARDMODE_ALL: number;
  77902. /**
  77903. * Object will rotate to face the camera's position instead of orientation
  77904. */
  77905. static BILLBOARDMODE_USE_POSITION: number;
  77906. private _forward;
  77907. private _forwardInverted;
  77908. private _up;
  77909. private _right;
  77910. private _rightInverted;
  77911. private _position;
  77912. private _rotation;
  77913. private _rotationQuaternion;
  77914. protected _scaling: Vector3;
  77915. protected _isDirty: boolean;
  77916. private _transformToBoneReferal;
  77917. private _isAbsoluteSynced;
  77918. private _billboardMode;
  77919. /**
  77920. * Gets or sets the billboard mode. Default is 0.
  77921. *
  77922. * | Value | Type | Description |
  77923. * | --- | --- | --- |
  77924. * | 0 | BILLBOARDMODE_NONE | |
  77925. * | 1 | BILLBOARDMODE_X | |
  77926. * | 2 | BILLBOARDMODE_Y | |
  77927. * | 4 | BILLBOARDMODE_Z | |
  77928. * | 7 | BILLBOARDMODE_ALL | |
  77929. *
  77930. */
  77931. billboardMode: number;
  77932. private _preserveParentRotationForBillboard;
  77933. /**
  77934. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  77935. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  77936. */
  77937. preserveParentRotationForBillboard: boolean;
  77938. /**
  77939. * 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
  77940. */
  77941. scalingDeterminant: number;
  77942. private _infiniteDistance;
  77943. /**
  77944. * Gets or sets the distance of the object to max, often used by skybox
  77945. */
  77946. infiniteDistance: boolean;
  77947. /**
  77948. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  77949. * By default the system will update normals to compensate
  77950. */
  77951. ignoreNonUniformScaling: boolean;
  77952. /**
  77953. * 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
  77954. */
  77955. reIntegrateRotationIntoRotationQuaternion: boolean;
  77956. /** @hidden */
  77957. _poseMatrix: Nullable<Matrix>;
  77958. /** @hidden */
  77959. _localMatrix: Matrix;
  77960. private _usePivotMatrix;
  77961. private _absolutePosition;
  77962. private _absoluteScaling;
  77963. private _absoluteRotationQuaternion;
  77964. private _pivotMatrix;
  77965. private _pivotMatrixInverse;
  77966. protected _postMultiplyPivotMatrix: boolean;
  77967. protected _isWorldMatrixFrozen: boolean;
  77968. /** @hidden */
  77969. _indexInSceneTransformNodesArray: number;
  77970. /**
  77971. * An event triggered after the world matrix is updated
  77972. */
  77973. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  77974. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  77975. /**
  77976. * Gets a string identifying the name of the class
  77977. * @returns "TransformNode" string
  77978. */
  77979. getClassName(): string;
  77980. /**
  77981. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  77982. */
  77983. position: Vector3;
  77984. /**
  77985. * 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)).
  77986. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  77987. */
  77988. rotation: Vector3;
  77989. /**
  77990. * 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)).
  77991. */
  77992. scaling: Vector3;
  77993. /**
  77994. * 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).
  77995. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  77996. */
  77997. rotationQuaternion: Nullable<Quaternion>;
  77998. /**
  77999. * The forward direction of that transform in world space.
  78000. */
  78001. readonly forward: Vector3;
  78002. /**
  78003. * The up direction of that transform in world space.
  78004. */
  78005. readonly up: Vector3;
  78006. /**
  78007. * The right direction of that transform in world space.
  78008. */
  78009. readonly right: Vector3;
  78010. /**
  78011. * Copies the parameter passed Matrix into the mesh Pose matrix.
  78012. * @param matrix the matrix to copy the pose from
  78013. * @returns this TransformNode.
  78014. */
  78015. updatePoseMatrix(matrix: Matrix): TransformNode;
  78016. /**
  78017. * Returns the mesh Pose matrix.
  78018. * @returns the pose matrix
  78019. */
  78020. getPoseMatrix(): Matrix;
  78021. /** @hidden */
  78022. _isSynchronized(): boolean;
  78023. /** @hidden */
  78024. _initCache(): void;
  78025. /**
  78026. * Flag the transform node as dirty (Forcing it to update everything)
  78027. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  78028. * @returns this transform node
  78029. */
  78030. markAsDirty(property: string): TransformNode;
  78031. /**
  78032. * Returns the current mesh absolute position.
  78033. * Returns a Vector3.
  78034. */
  78035. readonly absolutePosition: Vector3;
  78036. /**
  78037. * Returns the current mesh absolute scaling.
  78038. * Returns a Vector3.
  78039. */
  78040. readonly absoluteScaling: Vector3;
  78041. /**
  78042. * Returns the current mesh absolute rotation.
  78043. * Returns a Quaternion.
  78044. */
  78045. readonly absoluteRotationQuaternion: Quaternion;
  78046. /**
  78047. * Sets a new matrix to apply before all other transformation
  78048. * @param matrix defines the transform matrix
  78049. * @returns the current TransformNode
  78050. */
  78051. setPreTransformMatrix(matrix: Matrix): TransformNode;
  78052. /**
  78053. * Sets a new pivot matrix to the current node
  78054. * @param matrix defines the new pivot matrix to use
  78055. * @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
  78056. * @returns the current TransformNode
  78057. */
  78058. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  78059. /**
  78060. * Returns the mesh pivot matrix.
  78061. * Default : Identity.
  78062. * @returns the matrix
  78063. */
  78064. getPivotMatrix(): Matrix;
  78065. /**
  78066. * Prevents the World matrix to be computed any longer.
  78067. * @returns the TransformNode.
  78068. */
  78069. freezeWorldMatrix(): TransformNode;
  78070. /**
  78071. * Allows back the World matrix computation.
  78072. * @returns the TransformNode.
  78073. */
  78074. unfreezeWorldMatrix(): this;
  78075. /**
  78076. * True if the World matrix has been frozen.
  78077. */
  78078. readonly isWorldMatrixFrozen: boolean;
  78079. /**
  78080. * Retuns the mesh absolute position in the World.
  78081. * @returns a Vector3.
  78082. */
  78083. getAbsolutePosition(): Vector3;
  78084. /**
  78085. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  78086. * @param absolutePosition the absolute position to set
  78087. * @returns the TransformNode.
  78088. */
  78089. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  78090. /**
  78091. * Sets the mesh position in its local space.
  78092. * @param vector3 the position to set in localspace
  78093. * @returns the TransformNode.
  78094. */
  78095. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  78096. /**
  78097. * Returns the mesh position in the local space from the current World matrix values.
  78098. * @returns a new Vector3.
  78099. */
  78100. getPositionExpressedInLocalSpace(): Vector3;
  78101. /**
  78102. * Translates the mesh along the passed Vector3 in its local space.
  78103. * @param vector3 the distance to translate in localspace
  78104. * @returns the TransformNode.
  78105. */
  78106. locallyTranslate(vector3: Vector3): TransformNode;
  78107. private static _lookAtVectorCache;
  78108. /**
  78109. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  78110. * @param targetPoint the position (must be in same space as current mesh) to look at
  78111. * @param yawCor optional yaw (y-axis) correction in radians
  78112. * @param pitchCor optional pitch (x-axis) correction in radians
  78113. * @param rollCor optional roll (z-axis) correction in radians
  78114. * @param space the choosen space of the target
  78115. * @returns the TransformNode.
  78116. */
  78117. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  78118. /**
  78119. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78120. * This Vector3 is expressed in the World space.
  78121. * @param localAxis axis to rotate
  78122. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78123. */
  78124. getDirection(localAxis: Vector3): Vector3;
  78125. /**
  78126. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  78127. * localAxis is expressed in the mesh local space.
  78128. * result is computed in the Wordl space from the mesh World matrix.
  78129. * @param localAxis axis to rotate
  78130. * @param result the resulting transformnode
  78131. * @returns this TransformNode.
  78132. */
  78133. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  78134. /**
  78135. * Sets this transform node rotation to the given local axis.
  78136. * @param localAxis the axis in local space
  78137. * @param yawCor optional yaw (y-axis) correction in radians
  78138. * @param pitchCor optional pitch (x-axis) correction in radians
  78139. * @param rollCor optional roll (z-axis) correction in radians
  78140. * @returns this TransformNode
  78141. */
  78142. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  78143. /**
  78144. * Sets a new pivot point to the current node
  78145. * @param point defines the new pivot point to use
  78146. * @param space defines if the point is in world or local space (local by default)
  78147. * @returns the current TransformNode
  78148. */
  78149. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  78150. /**
  78151. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  78152. * @returns the pivot point
  78153. */
  78154. getPivotPoint(): Vector3;
  78155. /**
  78156. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  78157. * @param result the vector3 to store the result
  78158. * @returns this TransformNode.
  78159. */
  78160. getPivotPointToRef(result: Vector3): TransformNode;
  78161. /**
  78162. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  78163. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  78164. */
  78165. getAbsolutePivotPoint(): Vector3;
  78166. /**
  78167. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  78168. * @param result vector3 to store the result
  78169. * @returns this TransformNode.
  78170. */
  78171. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  78172. /**
  78173. * Defines the passed node as the parent of the current node.
  78174. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  78175. * @see https://doc.babylonjs.com/how_to/parenting
  78176. * @param node the node ot set as the parent
  78177. * @returns this TransformNode.
  78178. */
  78179. setParent(node: Nullable<Node>): TransformNode;
  78180. private _nonUniformScaling;
  78181. /**
  78182. * True if the scaling property of this object is non uniform eg. (1,2,1)
  78183. */
  78184. readonly nonUniformScaling: boolean;
  78185. /** @hidden */
  78186. _updateNonUniformScalingState(value: boolean): boolean;
  78187. /**
  78188. * Attach the current TransformNode to another TransformNode associated with a bone
  78189. * @param bone Bone affecting the TransformNode
  78190. * @param affectedTransformNode TransformNode associated with the bone
  78191. * @returns this object
  78192. */
  78193. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  78194. /**
  78195. * Detach the transform node if its associated with a bone
  78196. * @returns this object
  78197. */
  78198. detachFromBone(): TransformNode;
  78199. private static _rotationAxisCache;
  78200. /**
  78201. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  78202. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78203. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78204. * The passed axis is also normalized.
  78205. * @param axis the axis to rotate around
  78206. * @param amount the amount to rotate in radians
  78207. * @param space Space to rotate in (Default: local)
  78208. * @returns the TransformNode.
  78209. */
  78210. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  78211. /**
  78212. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  78213. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78214. * The passed axis is also normalized. .
  78215. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  78216. * @param point the point to rotate around
  78217. * @param axis the axis to rotate around
  78218. * @param amount the amount to rotate in radians
  78219. * @returns the TransformNode
  78220. */
  78221. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  78222. /**
  78223. * Translates the mesh along the axis vector for the passed distance in the given space.
  78224. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78225. * @param axis the axis to translate in
  78226. * @param distance the distance to translate
  78227. * @param space Space to rotate in (Default: local)
  78228. * @returns the TransformNode.
  78229. */
  78230. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  78231. /**
  78232. * Adds a rotation step to the mesh current rotation.
  78233. * x, y, z are Euler angles expressed in radians.
  78234. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  78235. * This means this rotation is made in the mesh local space only.
  78236. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  78237. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  78238. * ```javascript
  78239. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  78240. * ```
  78241. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  78242. * 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.
  78243. * @param x Rotation to add
  78244. * @param y Rotation to add
  78245. * @param z Rotation to add
  78246. * @returns the TransformNode.
  78247. */
  78248. addRotation(x: number, y: number, z: number): TransformNode;
  78249. /**
  78250. * @hidden
  78251. */
  78252. protected _getEffectiveParent(): Nullable<Node>;
  78253. /**
  78254. * Computes the world matrix of the node
  78255. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78256. * @returns the world matrix
  78257. */
  78258. computeWorldMatrix(force?: boolean): Matrix;
  78259. protected _afterComputeWorldMatrix(): void;
  78260. /**
  78261. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  78262. * @param func callback function to add
  78263. *
  78264. * @returns the TransformNode.
  78265. */
  78266. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78267. /**
  78268. * Removes a registered callback function.
  78269. * @param func callback function to remove
  78270. * @returns the TransformNode.
  78271. */
  78272. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78273. /**
  78274. * Gets the position of the current mesh in camera space
  78275. * @param camera defines the camera to use
  78276. * @returns a position
  78277. */
  78278. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  78279. /**
  78280. * Returns the distance from the mesh to the active camera
  78281. * @param camera defines the camera to use
  78282. * @returns the distance
  78283. */
  78284. getDistanceToCamera(camera?: Nullable<Camera>): number;
  78285. /**
  78286. * Clone the current transform node
  78287. * @param name Name of the new clone
  78288. * @param newParent New parent for the clone
  78289. * @param doNotCloneChildren Do not clone children hierarchy
  78290. * @returns the new transform node
  78291. */
  78292. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  78293. /**
  78294. * Serializes the objects information.
  78295. * @param currentSerializationObject defines the object to serialize in
  78296. * @returns the serialized object
  78297. */
  78298. serialize(currentSerializationObject?: any): any;
  78299. /**
  78300. * Returns a new TransformNode object parsed from the source provided.
  78301. * @param parsedTransformNode is the source.
  78302. * @param scene the scne the object belongs to
  78303. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  78304. * @returns a new TransformNode object parsed from the source provided.
  78305. */
  78306. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  78307. /**
  78308. * Get all child-transformNodes of this node
  78309. * @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
  78310. * @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
  78311. * @returns an array of TransformNode
  78312. */
  78313. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  78314. /**
  78315. * Releases resources associated with this transform node.
  78316. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78317. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78318. */
  78319. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78320. /**
  78321. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  78322. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  78323. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  78324. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  78325. * @returns the current mesh
  78326. */
  78327. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  78328. private _syncAbsoluteScalingAndRotation;
  78329. }
  78330. }
  78331. declare module BABYLON {
  78332. /**
  78333. * Defines the types of pose enabled controllers that are supported
  78334. */
  78335. export enum PoseEnabledControllerType {
  78336. /**
  78337. * HTC Vive
  78338. */
  78339. VIVE = 0,
  78340. /**
  78341. * Oculus Rift
  78342. */
  78343. OCULUS = 1,
  78344. /**
  78345. * Windows mixed reality
  78346. */
  78347. WINDOWS = 2,
  78348. /**
  78349. * Samsung gear VR
  78350. */
  78351. GEAR_VR = 3,
  78352. /**
  78353. * Google Daydream
  78354. */
  78355. DAYDREAM = 4,
  78356. /**
  78357. * Generic
  78358. */
  78359. GENERIC = 5
  78360. }
  78361. /**
  78362. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78363. */
  78364. export interface MutableGamepadButton {
  78365. /**
  78366. * Value of the button/trigger
  78367. */
  78368. value: number;
  78369. /**
  78370. * If the button/trigger is currently touched
  78371. */
  78372. touched: boolean;
  78373. /**
  78374. * If the button/trigger is currently pressed
  78375. */
  78376. pressed: boolean;
  78377. }
  78378. /**
  78379. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  78380. * @hidden
  78381. */
  78382. export interface ExtendedGamepadButton extends GamepadButton {
  78383. /**
  78384. * If the button/trigger is currently pressed
  78385. */
  78386. readonly pressed: boolean;
  78387. /**
  78388. * If the button/trigger is currently touched
  78389. */
  78390. readonly touched: boolean;
  78391. /**
  78392. * Value of the button/trigger
  78393. */
  78394. readonly value: number;
  78395. }
  78396. /** @hidden */
  78397. export interface _GamePadFactory {
  78398. /**
  78399. * Returns wether or not the current gamepad can be created for this type of controller.
  78400. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78401. * @returns true if it can be created, otherwise false
  78402. */
  78403. canCreate(gamepadInfo: any): boolean;
  78404. /**
  78405. * Creates a new instance of the Gamepad.
  78406. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78407. * @returns the new gamepad instance
  78408. */
  78409. create(gamepadInfo: any): Gamepad;
  78410. }
  78411. /**
  78412. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78413. */
  78414. export class PoseEnabledControllerHelper {
  78415. /** @hidden */
  78416. static _ControllerFactories: _GamePadFactory[];
  78417. /** @hidden */
  78418. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  78419. /**
  78420. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78421. * @param vrGamepad the gamepad to initialized
  78422. * @returns a vr controller of the type the gamepad identified as
  78423. */
  78424. static InitiateController(vrGamepad: any): Gamepad;
  78425. }
  78426. /**
  78427. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78428. */
  78429. export class PoseEnabledController extends Gamepad implements PoseControlled {
  78430. /**
  78431. * If the controller is used in a webXR session
  78432. */
  78433. isXR: boolean;
  78434. private _deviceRoomPosition;
  78435. private _deviceRoomRotationQuaternion;
  78436. /**
  78437. * The device position in babylon space
  78438. */
  78439. devicePosition: Vector3;
  78440. /**
  78441. * The device rotation in babylon space
  78442. */
  78443. deviceRotationQuaternion: Quaternion;
  78444. /**
  78445. * The scale factor of the device in babylon space
  78446. */
  78447. deviceScaleFactor: number;
  78448. /**
  78449. * (Likely devicePosition should be used instead) The device position in its room space
  78450. */
  78451. position: Vector3;
  78452. /**
  78453. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  78454. */
  78455. rotationQuaternion: Quaternion;
  78456. /**
  78457. * The type of controller (Eg. Windows mixed reality)
  78458. */
  78459. controllerType: PoseEnabledControllerType;
  78460. protected _calculatedPosition: Vector3;
  78461. private _calculatedRotation;
  78462. /**
  78463. * The raw pose from the device
  78464. */
  78465. rawPose: DevicePose;
  78466. private _trackPosition;
  78467. private _maxRotationDistFromHeadset;
  78468. private _draggedRoomRotation;
  78469. /**
  78470. * @hidden
  78471. */
  78472. _disableTrackPosition(fixedPosition: Vector3): void;
  78473. /**
  78474. * Internal, the mesh attached to the controller
  78475. * @hidden
  78476. */
  78477. _mesh: Nullable<AbstractMesh>;
  78478. private _poseControlledCamera;
  78479. private _leftHandSystemQuaternion;
  78480. /**
  78481. * Internal, matrix used to convert room space to babylon space
  78482. * @hidden
  78483. */
  78484. _deviceToWorld: Matrix;
  78485. /**
  78486. * Node to be used when casting a ray from the controller
  78487. * @hidden
  78488. */
  78489. _pointingPoseNode: Nullable<TransformNode>;
  78490. /**
  78491. * Name of the child mesh that can be used to cast a ray from the controller
  78492. */
  78493. static readonly POINTING_POSE: string;
  78494. /**
  78495. * Creates a new PoseEnabledController from a gamepad
  78496. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78497. */
  78498. constructor(browserGamepad: any);
  78499. private _workingMatrix;
  78500. /**
  78501. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78502. */
  78503. update(): void;
  78504. /**
  78505. * Updates only the pose device and mesh without doing any button event checking
  78506. */
  78507. protected _updatePoseAndMesh(): void;
  78508. /**
  78509. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78510. * @param poseData raw pose fromthe device
  78511. */
  78512. updateFromDevice(poseData: DevicePose): void;
  78513. /**
  78514. * @hidden
  78515. */
  78516. _meshAttachedObservable: Observable<AbstractMesh>;
  78517. /**
  78518. * Attaches a mesh to the controller
  78519. * @param mesh the mesh to be attached
  78520. */
  78521. attachToMesh(mesh: AbstractMesh): void;
  78522. /**
  78523. * Attaches the controllers mesh to a camera
  78524. * @param camera the camera the mesh should be attached to
  78525. */
  78526. attachToPoseControlledCamera(camera: TargetCamera): void;
  78527. /**
  78528. * Disposes of the controller
  78529. */
  78530. dispose(): void;
  78531. /**
  78532. * The mesh that is attached to the controller
  78533. */
  78534. readonly mesh: Nullable<AbstractMesh>;
  78535. /**
  78536. * Gets the ray of the controller in the direction the controller is pointing
  78537. * @param length the length the resulting ray should be
  78538. * @returns a ray in the direction the controller is pointing
  78539. */
  78540. getForwardRay(length?: number): Ray;
  78541. }
  78542. }
  78543. declare module BABYLON {
  78544. /**
  78545. * Defines the WebVRController object that represents controllers tracked in 3D space
  78546. */
  78547. export abstract class WebVRController extends PoseEnabledController {
  78548. /**
  78549. * Internal, the default controller model for the controller
  78550. */
  78551. protected _defaultModel: AbstractMesh;
  78552. /**
  78553. * Fired when the trigger state has changed
  78554. */
  78555. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  78556. /**
  78557. * Fired when the main button state has changed
  78558. */
  78559. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78560. /**
  78561. * Fired when the secondary button state has changed
  78562. */
  78563. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78564. /**
  78565. * Fired when the pad state has changed
  78566. */
  78567. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  78568. /**
  78569. * Fired when controllers stick values have changed
  78570. */
  78571. onPadValuesChangedObservable: Observable<StickValues>;
  78572. /**
  78573. * Array of button availible on the controller
  78574. */
  78575. protected _buttons: Array<MutableGamepadButton>;
  78576. private _onButtonStateChange;
  78577. /**
  78578. * Fired when a controller button's state has changed
  78579. * @param callback the callback containing the button that was modified
  78580. */
  78581. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  78582. /**
  78583. * X and Y axis corresponding to the controllers joystick
  78584. */
  78585. pad: StickValues;
  78586. /**
  78587. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  78588. */
  78589. hand: string;
  78590. /**
  78591. * The default controller model for the controller
  78592. */
  78593. readonly defaultModel: AbstractMesh;
  78594. /**
  78595. * Creates a new WebVRController from a gamepad
  78596. * @param vrGamepad the gamepad that the WebVRController should be created from
  78597. */
  78598. constructor(vrGamepad: any);
  78599. /**
  78600. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78601. */
  78602. update(): void;
  78603. /**
  78604. * Function to be called when a button is modified
  78605. */
  78606. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78607. /**
  78608. * Loads a mesh and attaches it to the controller
  78609. * @param scene the scene the mesh should be added to
  78610. * @param meshLoaded callback for when the mesh has been loaded
  78611. */
  78612. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78613. private _setButtonValue;
  78614. private _changes;
  78615. private _checkChanges;
  78616. /**
  78617. * Disposes of th webVRCOntroller
  78618. */
  78619. dispose(): void;
  78620. }
  78621. }
  78622. declare module BABYLON {
  78623. /**
  78624. * The HemisphericLight simulates the ambient environment light,
  78625. * so the passed direction is the light reflection direction, not the incoming direction.
  78626. */
  78627. export class HemisphericLight extends Light {
  78628. /**
  78629. * The groundColor is the light in the opposite direction to the one specified during creation.
  78630. * 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.
  78631. */
  78632. groundColor: Color3;
  78633. /**
  78634. * The light reflection direction, not the incoming direction.
  78635. */
  78636. direction: Vector3;
  78637. /**
  78638. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78639. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78640. * The HemisphericLight can't cast shadows.
  78641. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78642. * @param name The friendly name of the light
  78643. * @param direction The direction of the light reflection
  78644. * @param scene The scene the light belongs to
  78645. */
  78646. constructor(name: string, direction: Vector3, scene: Scene);
  78647. protected _buildUniformLayout(): void;
  78648. /**
  78649. * Returns the string "HemisphericLight".
  78650. * @return The class name
  78651. */
  78652. getClassName(): string;
  78653. /**
  78654. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78655. * Returns the updated direction.
  78656. * @param target The target the direction should point to
  78657. * @return The computed direction
  78658. */
  78659. setDirectionToTarget(target: Vector3): Vector3;
  78660. /**
  78661. * Returns the shadow generator associated to the light.
  78662. * @returns Always null for hemispheric lights because it does not support shadows.
  78663. */
  78664. getShadowGenerator(): Nullable<IShadowGenerator>;
  78665. /**
  78666. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78667. * @param effect The effect to update
  78668. * @param lightIndex The index of the light in the effect to update
  78669. * @returns The hemispheric light
  78670. */
  78671. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78672. /**
  78673. * Computes the world matrix of the node
  78674. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78675. * @param useWasUpdatedFlag defines a reserved property
  78676. * @returns the world matrix
  78677. */
  78678. computeWorldMatrix(): Matrix;
  78679. /**
  78680. * Returns the integer 3.
  78681. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78682. */
  78683. getTypeID(): number;
  78684. /**
  78685. * Prepares the list of defines specific to the light type.
  78686. * @param defines the list of defines
  78687. * @param lightIndex defines the index of the light for the effect
  78688. */
  78689. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78690. }
  78691. }
  78692. declare module BABYLON {
  78693. /** @hidden */
  78694. export var vrMultiviewToSingleviewPixelShader: {
  78695. name: string;
  78696. shader: string;
  78697. };
  78698. }
  78699. declare module BABYLON {
  78700. /**
  78701. * Renders to multiple views with a single draw call
  78702. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  78703. */
  78704. export class MultiviewRenderTarget extends RenderTargetTexture {
  78705. /**
  78706. * Creates a multiview render target
  78707. * @param scene scene used with the render target
  78708. * @param size the size of the render target (used for each view)
  78709. */
  78710. constructor(scene: Scene, size?: number | {
  78711. width: number;
  78712. height: number;
  78713. } | {
  78714. ratio: number;
  78715. });
  78716. /**
  78717. * @hidden
  78718. * @param faceIndex the face index, if its a cube texture
  78719. */
  78720. _bindFrameBuffer(faceIndex?: number): void;
  78721. /**
  78722. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  78723. * @returns the view count
  78724. */
  78725. getViewCount(): number;
  78726. }
  78727. }
  78728. declare module BABYLON {
  78729. /**
  78730. * Reprasents a camera frustum
  78731. */
  78732. export class Frustum {
  78733. /**
  78734. * Gets the planes representing the frustum
  78735. * @param transform matrix to be applied to the returned planes
  78736. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  78737. */
  78738. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  78739. /**
  78740. * Gets the near frustum plane transformed by the transform matrix
  78741. * @param transform transformation matrix to be applied to the resulting frustum plane
  78742. * @param frustumPlane the resuling frustum plane
  78743. */
  78744. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78745. /**
  78746. * Gets the far frustum plane transformed by the transform matrix
  78747. * @param transform transformation matrix to be applied to the resulting frustum plane
  78748. * @param frustumPlane the resuling frustum plane
  78749. */
  78750. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78751. /**
  78752. * Gets the left frustum plane transformed by the transform matrix
  78753. * @param transform transformation matrix to be applied to the resulting frustum plane
  78754. * @param frustumPlane the resuling frustum plane
  78755. */
  78756. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78757. /**
  78758. * Gets the right frustum plane transformed by the transform matrix
  78759. * @param transform transformation matrix to be applied to the resulting frustum plane
  78760. * @param frustumPlane the resuling frustum plane
  78761. */
  78762. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78763. /**
  78764. * Gets the top frustum plane transformed by the transform matrix
  78765. * @param transform transformation matrix to be applied to the resulting frustum plane
  78766. * @param frustumPlane the resuling frustum plane
  78767. */
  78768. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78769. /**
  78770. * Gets the bottom frustum plane transformed by the transform matrix
  78771. * @param transform transformation matrix to be applied to the resulting frustum plane
  78772. * @param frustumPlane the resuling frustum plane
  78773. */
  78774. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78775. /**
  78776. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  78777. * @param transform transformation matrix to be applied to the resulting frustum planes
  78778. * @param frustumPlanes the resuling frustum planes
  78779. */
  78780. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  78781. }
  78782. }
  78783. declare module BABYLON {
  78784. interface Engine {
  78785. /**
  78786. * Creates a new multiview render target
  78787. * @param width defines the width of the texture
  78788. * @param height defines the height of the texture
  78789. * @returns the created multiview texture
  78790. */
  78791. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  78792. /**
  78793. * Binds a multiview framebuffer to be drawn to
  78794. * @param multiviewTexture texture to bind
  78795. */
  78796. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  78797. }
  78798. interface Camera {
  78799. /**
  78800. * @hidden
  78801. * 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)
  78802. */
  78803. _useMultiviewToSingleView: boolean;
  78804. /**
  78805. * @hidden
  78806. * 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)
  78807. */
  78808. _multiviewTexture: Nullable<RenderTargetTexture>;
  78809. /**
  78810. * @hidden
  78811. * ensures the multiview texture of the camera exists and has the specified width/height
  78812. * @param width height to set on the multiview texture
  78813. * @param height width to set on the multiview texture
  78814. */
  78815. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  78816. }
  78817. interface Scene {
  78818. /** @hidden */
  78819. _transformMatrixR: Matrix;
  78820. /** @hidden */
  78821. _multiviewSceneUbo: Nullable<UniformBuffer>;
  78822. /** @hidden */
  78823. _createMultiviewUbo(): void;
  78824. /** @hidden */
  78825. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  78826. /** @hidden */
  78827. _renderMultiviewToSingleView(camera: Camera): void;
  78828. }
  78829. }
  78830. declare module BABYLON {
  78831. /**
  78832. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  78833. * This will not be used for webXR as it supports displaying texture arrays directly
  78834. */
  78835. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  78836. /**
  78837. * Initializes a VRMultiviewToSingleview
  78838. * @param name name of the post process
  78839. * @param camera camera to be applied to
  78840. * @param scaleFactor scaling factor to the size of the output texture
  78841. */
  78842. constructor(name: string, camera: Camera, scaleFactor: number);
  78843. }
  78844. }
  78845. declare module BABYLON {
  78846. interface Engine {
  78847. /** @hidden */
  78848. _vrDisplay: any;
  78849. /** @hidden */
  78850. _vrSupported: boolean;
  78851. /** @hidden */
  78852. _oldSize: Size;
  78853. /** @hidden */
  78854. _oldHardwareScaleFactor: number;
  78855. /** @hidden */
  78856. _vrExclusivePointerMode: boolean;
  78857. /** @hidden */
  78858. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  78859. /** @hidden */
  78860. _onVRDisplayPointerRestricted: () => void;
  78861. /** @hidden */
  78862. _onVRDisplayPointerUnrestricted: () => void;
  78863. /** @hidden */
  78864. _onVrDisplayConnect: Nullable<(display: any) => void>;
  78865. /** @hidden */
  78866. _onVrDisplayDisconnect: Nullable<() => void>;
  78867. /** @hidden */
  78868. _onVrDisplayPresentChange: Nullable<() => void>;
  78869. /**
  78870. * Observable signaled when VR display mode changes
  78871. */
  78872. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  78873. /**
  78874. * Observable signaled when VR request present is complete
  78875. */
  78876. onVRRequestPresentComplete: Observable<boolean>;
  78877. /**
  78878. * Observable signaled when VR request present starts
  78879. */
  78880. onVRRequestPresentStart: Observable<Engine>;
  78881. /**
  78882. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  78883. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  78884. */
  78885. isInVRExclusivePointerMode: boolean;
  78886. /**
  78887. * Gets a boolean indicating if a webVR device was detected
  78888. * @returns true if a webVR device was detected
  78889. */
  78890. isVRDevicePresent(): boolean;
  78891. /**
  78892. * Gets the current webVR device
  78893. * @returns the current webVR device (or null)
  78894. */
  78895. getVRDevice(): any;
  78896. /**
  78897. * Initializes a webVR display and starts listening to display change events
  78898. * The onVRDisplayChangedObservable will be notified upon these changes
  78899. * @returns A promise containing a VRDisplay and if vr is supported
  78900. */
  78901. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  78902. /** @hidden */
  78903. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  78904. /**
  78905. * Call this function to switch to webVR mode
  78906. * Will do nothing if webVR is not supported or if there is no webVR device
  78907. * @see http://doc.babylonjs.com/how_to/webvr_camera
  78908. */
  78909. enableVR(): void;
  78910. /** @hidden */
  78911. _onVRFullScreenTriggered(): void;
  78912. }
  78913. }
  78914. declare module BABYLON {
  78915. /**
  78916. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  78917. * IMPORTANT!! The data is right-hand data.
  78918. * @export
  78919. * @interface DevicePose
  78920. */
  78921. export interface DevicePose {
  78922. /**
  78923. * The position of the device, values in array are [x,y,z].
  78924. */
  78925. readonly position: Nullable<Float32Array>;
  78926. /**
  78927. * The linearVelocity of the device, values in array are [x,y,z].
  78928. */
  78929. readonly linearVelocity: Nullable<Float32Array>;
  78930. /**
  78931. * The linearAcceleration of the device, values in array are [x,y,z].
  78932. */
  78933. readonly linearAcceleration: Nullable<Float32Array>;
  78934. /**
  78935. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  78936. */
  78937. readonly orientation: Nullable<Float32Array>;
  78938. /**
  78939. * The angularVelocity of the device, values in array are [x,y,z].
  78940. */
  78941. readonly angularVelocity: Nullable<Float32Array>;
  78942. /**
  78943. * The angularAcceleration of the device, values in array are [x,y,z].
  78944. */
  78945. readonly angularAcceleration: Nullable<Float32Array>;
  78946. }
  78947. /**
  78948. * Interface representing a pose controlled object in Babylon.
  78949. * A pose controlled object has both regular pose values as well as pose values
  78950. * from an external device such as a VR head mounted display
  78951. */
  78952. export interface PoseControlled {
  78953. /**
  78954. * The position of the object in babylon space.
  78955. */
  78956. position: Vector3;
  78957. /**
  78958. * The rotation quaternion of the object in babylon space.
  78959. */
  78960. rotationQuaternion: Quaternion;
  78961. /**
  78962. * The position of the device in babylon space.
  78963. */
  78964. devicePosition?: Vector3;
  78965. /**
  78966. * The rotation quaternion of the device in babylon space.
  78967. */
  78968. deviceRotationQuaternion: Quaternion;
  78969. /**
  78970. * The raw pose coming from the device.
  78971. */
  78972. rawPose: Nullable<DevicePose>;
  78973. /**
  78974. * The scale of the device to be used when translating from device space to babylon space.
  78975. */
  78976. deviceScaleFactor: number;
  78977. /**
  78978. * Updates the poseControlled values based on the input device pose.
  78979. * @param poseData the pose data to update the object with
  78980. */
  78981. updateFromDevice(poseData: DevicePose): void;
  78982. }
  78983. /**
  78984. * Set of options to customize the webVRCamera
  78985. */
  78986. export interface WebVROptions {
  78987. /**
  78988. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  78989. */
  78990. trackPosition?: boolean;
  78991. /**
  78992. * Sets the scale of the vrDevice in babylon space. (default: 1)
  78993. */
  78994. positionScale?: number;
  78995. /**
  78996. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  78997. */
  78998. displayName?: string;
  78999. /**
  79000. * Should the native controller meshes be initialized. (default: true)
  79001. */
  79002. controllerMeshes?: boolean;
  79003. /**
  79004. * Creating a default HemiLight only on controllers. (default: true)
  79005. */
  79006. defaultLightingOnControllers?: boolean;
  79007. /**
  79008. * If you don't want to use the default VR button of the helper. (default: false)
  79009. */
  79010. useCustomVRButton?: boolean;
  79011. /**
  79012. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  79013. */
  79014. customVRButton?: HTMLButtonElement;
  79015. /**
  79016. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  79017. */
  79018. rayLength?: number;
  79019. /**
  79020. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  79021. */
  79022. defaultHeight?: number;
  79023. /**
  79024. * If multiview should be used if availible (default: false)
  79025. */
  79026. useMultiview?: boolean;
  79027. }
  79028. /**
  79029. * This represents a WebVR camera.
  79030. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  79031. * @example http://doc.babylonjs.com/how_to/webvr_camera
  79032. */
  79033. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  79034. private webVROptions;
  79035. /**
  79036. * @hidden
  79037. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  79038. */
  79039. _vrDevice: any;
  79040. /**
  79041. * The rawPose of the vrDevice.
  79042. */
  79043. rawPose: Nullable<DevicePose>;
  79044. private _onVREnabled;
  79045. private _specsVersion;
  79046. private _attached;
  79047. private _frameData;
  79048. protected _descendants: Array<Node>;
  79049. private _deviceRoomPosition;
  79050. /** @hidden */
  79051. _deviceRoomRotationQuaternion: Quaternion;
  79052. private _standingMatrix;
  79053. /**
  79054. * Represents device position in babylon space.
  79055. */
  79056. devicePosition: Vector3;
  79057. /**
  79058. * Represents device rotation in babylon space.
  79059. */
  79060. deviceRotationQuaternion: Quaternion;
  79061. /**
  79062. * The scale of the device to be used when translating from device space to babylon space.
  79063. */
  79064. deviceScaleFactor: number;
  79065. private _deviceToWorld;
  79066. private _worldToDevice;
  79067. /**
  79068. * References to the webVR controllers for the vrDevice.
  79069. */
  79070. controllers: Array<WebVRController>;
  79071. /**
  79072. * Emits an event when a controller is attached.
  79073. */
  79074. onControllersAttachedObservable: Observable<WebVRController[]>;
  79075. /**
  79076. * Emits an event when a controller's mesh has been loaded;
  79077. */
  79078. onControllerMeshLoadedObservable: Observable<WebVRController>;
  79079. /**
  79080. * Emits an event when the HMD's pose has been updated.
  79081. */
  79082. onPoseUpdatedFromDeviceObservable: Observable<any>;
  79083. private _poseSet;
  79084. /**
  79085. * If the rig cameras be used as parent instead of this camera.
  79086. */
  79087. rigParenting: boolean;
  79088. private _lightOnControllers;
  79089. private _defaultHeight?;
  79090. /**
  79091. * Instantiates a WebVRFreeCamera.
  79092. * @param name The name of the WebVRFreeCamera
  79093. * @param position The starting anchor position for the camera
  79094. * @param scene The scene the camera belongs to
  79095. * @param webVROptions a set of customizable options for the webVRCamera
  79096. */
  79097. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  79098. /**
  79099. * Gets the device distance from the ground in meters.
  79100. * @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.
  79101. */
  79102. deviceDistanceToRoomGround(): number;
  79103. /**
  79104. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79105. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  79106. */
  79107. useStandingMatrix(callback?: (bool: boolean) => void): void;
  79108. /**
  79109. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79110. * @returns A promise with a boolean set to if the standing matrix is supported.
  79111. */
  79112. useStandingMatrixAsync(): Promise<boolean>;
  79113. /**
  79114. * Disposes the camera
  79115. */
  79116. dispose(): void;
  79117. /**
  79118. * Gets a vrController by name.
  79119. * @param name The name of the controller to retreive
  79120. * @returns the controller matching the name specified or null if not found
  79121. */
  79122. getControllerByName(name: string): Nullable<WebVRController>;
  79123. private _leftController;
  79124. /**
  79125. * The controller corresponding to the users left hand.
  79126. */
  79127. readonly leftController: Nullable<WebVRController>;
  79128. private _rightController;
  79129. /**
  79130. * The controller corresponding to the users right hand.
  79131. */
  79132. readonly rightController: Nullable<WebVRController>;
  79133. /**
  79134. * Casts a ray forward from the vrCamera's gaze.
  79135. * @param length Length of the ray (default: 100)
  79136. * @returns the ray corresponding to the gaze
  79137. */
  79138. getForwardRay(length?: number): Ray;
  79139. /**
  79140. * @hidden
  79141. * Updates the camera based on device's frame data
  79142. */
  79143. _checkInputs(): void;
  79144. /**
  79145. * Updates the poseControlled values based on the input device pose.
  79146. * @param poseData Pose coming from the device
  79147. */
  79148. updateFromDevice(poseData: DevicePose): void;
  79149. private _htmlElementAttached;
  79150. private _detachIfAttached;
  79151. /**
  79152. * WebVR's attach control will start broadcasting frames to the device.
  79153. * Note that in certain browsers (chrome for example) this function must be called
  79154. * within a user-interaction callback. Example:
  79155. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  79156. *
  79157. * @param element html element to attach the vrDevice to
  79158. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  79159. */
  79160. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79161. /**
  79162. * Detaches the camera from the html element and disables VR
  79163. *
  79164. * @param element html element to detach from
  79165. */
  79166. detachControl(element: HTMLElement): void;
  79167. /**
  79168. * @returns the name of this class
  79169. */
  79170. getClassName(): string;
  79171. /**
  79172. * Calls resetPose on the vrDisplay
  79173. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  79174. */
  79175. resetToCurrentRotation(): void;
  79176. /**
  79177. * @hidden
  79178. * Updates the rig cameras (left and right eye)
  79179. */
  79180. _updateRigCameras(): void;
  79181. private _workingVector;
  79182. private _oneVector;
  79183. private _workingMatrix;
  79184. private updateCacheCalled;
  79185. private _correctPositionIfNotTrackPosition;
  79186. /**
  79187. * @hidden
  79188. * Updates the cached values of the camera
  79189. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  79190. */
  79191. _updateCache(ignoreParentClass?: boolean): void;
  79192. /**
  79193. * @hidden
  79194. * Get current device position in babylon world
  79195. */
  79196. _computeDevicePosition(): void;
  79197. /**
  79198. * Updates the current device position and rotation in the babylon world
  79199. */
  79200. update(): void;
  79201. /**
  79202. * @hidden
  79203. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  79204. * @returns an identity matrix
  79205. */
  79206. _getViewMatrix(): Matrix;
  79207. private _tmpMatrix;
  79208. /**
  79209. * This function is called by the two RIG cameras.
  79210. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  79211. * @hidden
  79212. */
  79213. _getWebVRViewMatrix(): Matrix;
  79214. /** @hidden */
  79215. _getWebVRProjectionMatrix(): Matrix;
  79216. private _onGamepadConnectedObserver;
  79217. private _onGamepadDisconnectedObserver;
  79218. private _updateCacheWhenTrackingDisabledObserver;
  79219. /**
  79220. * Initializes the controllers and their meshes
  79221. */
  79222. initControllers(): void;
  79223. }
  79224. }
  79225. declare module BABYLON {
  79226. /**
  79227. * Size options for a post process
  79228. */
  79229. export type PostProcessOptions = {
  79230. width: number;
  79231. height: number;
  79232. };
  79233. /**
  79234. * PostProcess can be used to apply a shader to a texture after it has been rendered
  79235. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79236. */
  79237. export class PostProcess {
  79238. /** Name of the PostProcess. */
  79239. name: string;
  79240. /**
  79241. * Gets or sets the unique id of the post process
  79242. */
  79243. uniqueId: number;
  79244. /**
  79245. * Width of the texture to apply the post process on
  79246. */
  79247. width: number;
  79248. /**
  79249. * Height of the texture to apply the post process on
  79250. */
  79251. height: number;
  79252. /**
  79253. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  79254. * @hidden
  79255. */
  79256. _outputTexture: Nullable<InternalTexture>;
  79257. /**
  79258. * Sampling mode used by the shader
  79259. * See https://doc.babylonjs.com/classes/3.1/texture
  79260. */
  79261. renderTargetSamplingMode: number;
  79262. /**
  79263. * Clear color to use when screen clearing
  79264. */
  79265. clearColor: Color4;
  79266. /**
  79267. * If the buffer needs to be cleared before applying the post process. (default: true)
  79268. * Should be set to false if shader will overwrite all previous pixels.
  79269. */
  79270. autoClear: boolean;
  79271. /**
  79272. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  79273. */
  79274. alphaMode: number;
  79275. /**
  79276. * Sets the setAlphaBlendConstants of the babylon engine
  79277. */
  79278. alphaConstants: Color4;
  79279. /**
  79280. * Animations to be used for the post processing
  79281. */
  79282. animations: Animation[];
  79283. /**
  79284. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  79285. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  79286. */
  79287. enablePixelPerfectMode: boolean;
  79288. /**
  79289. * Force the postprocess to be applied without taking in account viewport
  79290. */
  79291. forceFullscreenViewport: boolean;
  79292. /**
  79293. * List of inspectable custom properties (used by the Inspector)
  79294. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79295. */
  79296. inspectableCustomProperties: IInspectable[];
  79297. /**
  79298. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  79299. *
  79300. * | Value | Type | Description |
  79301. * | ----- | ----------------------------------- | ----------- |
  79302. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  79303. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  79304. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  79305. *
  79306. */
  79307. scaleMode: number;
  79308. /**
  79309. * Force textures to be a power of two (default: false)
  79310. */
  79311. alwaysForcePOT: boolean;
  79312. private _samples;
  79313. /**
  79314. * Number of sample textures (default: 1)
  79315. */
  79316. samples: number;
  79317. /**
  79318. * Modify the scale of the post process to be the same as the viewport (default: false)
  79319. */
  79320. adaptScaleToCurrentViewport: boolean;
  79321. private _camera;
  79322. private _scene;
  79323. private _engine;
  79324. private _options;
  79325. private _reusable;
  79326. private _textureType;
  79327. /**
  79328. * Smart array of input and output textures for the post process.
  79329. * @hidden
  79330. */
  79331. _textures: SmartArray<InternalTexture>;
  79332. /**
  79333. * The index in _textures that corresponds to the output texture.
  79334. * @hidden
  79335. */
  79336. _currentRenderTextureInd: number;
  79337. private _effect;
  79338. private _samplers;
  79339. private _fragmentUrl;
  79340. private _vertexUrl;
  79341. private _parameters;
  79342. private _scaleRatio;
  79343. protected _indexParameters: any;
  79344. private _shareOutputWithPostProcess;
  79345. private _texelSize;
  79346. private _forcedOutputTexture;
  79347. /**
  79348. * Returns the fragment url or shader name used in the post process.
  79349. * @returns the fragment url or name in the shader store.
  79350. */
  79351. getEffectName(): string;
  79352. /**
  79353. * An event triggered when the postprocess is activated.
  79354. */
  79355. onActivateObservable: Observable<Camera>;
  79356. private _onActivateObserver;
  79357. /**
  79358. * A function that is added to the onActivateObservable
  79359. */
  79360. onActivate: Nullable<(camera: Camera) => void>;
  79361. /**
  79362. * An event triggered when the postprocess changes its size.
  79363. */
  79364. onSizeChangedObservable: Observable<PostProcess>;
  79365. private _onSizeChangedObserver;
  79366. /**
  79367. * A function that is added to the onSizeChangedObservable
  79368. */
  79369. onSizeChanged: (postProcess: PostProcess) => void;
  79370. /**
  79371. * An event triggered when the postprocess applies its effect.
  79372. */
  79373. onApplyObservable: Observable<Effect>;
  79374. private _onApplyObserver;
  79375. /**
  79376. * A function that is added to the onApplyObservable
  79377. */
  79378. onApply: (effect: Effect) => void;
  79379. /**
  79380. * An event triggered before rendering the postprocess
  79381. */
  79382. onBeforeRenderObservable: Observable<Effect>;
  79383. private _onBeforeRenderObserver;
  79384. /**
  79385. * A function that is added to the onBeforeRenderObservable
  79386. */
  79387. onBeforeRender: (effect: Effect) => void;
  79388. /**
  79389. * An event triggered after rendering the postprocess
  79390. */
  79391. onAfterRenderObservable: Observable<Effect>;
  79392. private _onAfterRenderObserver;
  79393. /**
  79394. * A function that is added to the onAfterRenderObservable
  79395. */
  79396. onAfterRender: (efect: Effect) => void;
  79397. /**
  79398. * 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
  79399. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  79400. */
  79401. inputTexture: InternalTexture;
  79402. /**
  79403. * Gets the camera which post process is applied to.
  79404. * @returns The camera the post process is applied to.
  79405. */
  79406. getCamera(): Camera;
  79407. /**
  79408. * Gets the texel size of the postprocess.
  79409. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  79410. */
  79411. readonly texelSize: Vector2;
  79412. /**
  79413. * Creates a new instance PostProcess
  79414. * @param name The name of the PostProcess.
  79415. * @param fragmentUrl The url of the fragment shader to be used.
  79416. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  79417. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  79418. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79419. * @param camera The camera to apply the render pass to.
  79420. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79421. * @param engine The engine which the post process will be applied. (default: current engine)
  79422. * @param reusable If the post process can be reused on the same frame. (default: false)
  79423. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  79424. * @param textureType Type of textures used when performing the post process. (default: 0)
  79425. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  79426. * @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
  79427. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  79428. */
  79429. constructor(
  79430. /** Name of the PostProcess. */
  79431. 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);
  79432. /**
  79433. * Gets a string idenfifying the name of the class
  79434. * @returns "PostProcess" string
  79435. */
  79436. getClassName(): string;
  79437. /**
  79438. * Gets the engine which this post process belongs to.
  79439. * @returns The engine the post process was enabled with.
  79440. */
  79441. getEngine(): Engine;
  79442. /**
  79443. * The effect that is created when initializing the post process.
  79444. * @returns The created effect corresponding the the postprocess.
  79445. */
  79446. getEffect(): Effect;
  79447. /**
  79448. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  79449. * @param postProcess The post process to share the output with.
  79450. * @returns This post process.
  79451. */
  79452. shareOutputWith(postProcess: PostProcess): PostProcess;
  79453. /**
  79454. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  79455. * This should be called if the post process that shares output with this post process is disabled/disposed.
  79456. */
  79457. useOwnOutput(): void;
  79458. /**
  79459. * Updates the effect with the current post process compile time values and recompiles the shader.
  79460. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79461. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79462. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79463. * @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
  79464. * @param onCompiled Called when the shader has been compiled.
  79465. * @param onError Called if there is an error when compiling a shader.
  79466. */
  79467. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79468. /**
  79469. * The post process is reusable if it can be used multiple times within one frame.
  79470. * @returns If the post process is reusable
  79471. */
  79472. isReusable(): boolean;
  79473. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  79474. markTextureDirty(): void;
  79475. /**
  79476. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  79477. * 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.
  79478. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  79479. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  79480. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  79481. * @returns The target texture that was bound to be written to.
  79482. */
  79483. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  79484. /**
  79485. * If the post process is supported.
  79486. */
  79487. readonly isSupported: boolean;
  79488. /**
  79489. * The aspect ratio of the output texture.
  79490. */
  79491. readonly aspectRatio: number;
  79492. /**
  79493. * Get a value indicating if the post-process is ready to be used
  79494. * @returns true if the post-process is ready (shader is compiled)
  79495. */
  79496. isReady(): boolean;
  79497. /**
  79498. * Binds all textures and uniforms to the shader, this will be run on every pass.
  79499. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  79500. */
  79501. apply(): Nullable<Effect>;
  79502. private _disposeTextures;
  79503. /**
  79504. * Disposes the post process.
  79505. * @param camera The camera to dispose the post process on.
  79506. */
  79507. dispose(camera?: Camera): void;
  79508. }
  79509. }
  79510. declare module BABYLON {
  79511. /** @hidden */
  79512. export var kernelBlurVaryingDeclaration: {
  79513. name: string;
  79514. shader: string;
  79515. };
  79516. }
  79517. declare module BABYLON {
  79518. /** @hidden */
  79519. export var kernelBlurFragment: {
  79520. name: string;
  79521. shader: string;
  79522. };
  79523. }
  79524. declare module BABYLON {
  79525. /** @hidden */
  79526. export var kernelBlurFragment2: {
  79527. name: string;
  79528. shader: string;
  79529. };
  79530. }
  79531. declare module BABYLON {
  79532. /** @hidden */
  79533. export var kernelBlurPixelShader: {
  79534. name: string;
  79535. shader: string;
  79536. };
  79537. }
  79538. declare module BABYLON {
  79539. /** @hidden */
  79540. export var kernelBlurVertex: {
  79541. name: string;
  79542. shader: string;
  79543. };
  79544. }
  79545. declare module BABYLON {
  79546. /** @hidden */
  79547. export var kernelBlurVertexShader: {
  79548. name: string;
  79549. shader: string;
  79550. };
  79551. }
  79552. declare module BABYLON {
  79553. /**
  79554. * The Blur Post Process which blurs an image based on a kernel and direction.
  79555. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  79556. */
  79557. export class BlurPostProcess extends PostProcess {
  79558. /** The direction in which to blur the image. */
  79559. direction: Vector2;
  79560. private blockCompilation;
  79561. protected _kernel: number;
  79562. protected _idealKernel: number;
  79563. protected _packedFloat: boolean;
  79564. private _staticDefines;
  79565. /**
  79566. * Sets the length in pixels of the blur sample region
  79567. */
  79568. /**
  79569. * Gets the length in pixels of the blur sample region
  79570. */
  79571. kernel: number;
  79572. /**
  79573. * Sets wether or not the blur needs to unpack/repack floats
  79574. */
  79575. /**
  79576. * Gets wether or not the blur is unpacking/repacking floats
  79577. */
  79578. packedFloat: boolean;
  79579. /**
  79580. * Creates a new instance BlurPostProcess
  79581. * @param name The name of the effect.
  79582. * @param direction The direction in which to blur the image.
  79583. * @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.
  79584. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79585. * @param camera The camera to apply the render pass to.
  79586. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79587. * @param engine The engine which the post process will be applied. (default: current engine)
  79588. * @param reusable If the post process can be reused on the same frame. (default: false)
  79589. * @param textureType Type of textures used when performing the post process. (default: 0)
  79590. * @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)
  79591. */
  79592. constructor(name: string,
  79593. /** The direction in which to blur the image. */
  79594. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  79595. /**
  79596. * Updates the effect with the current post process compile time values and recompiles the shader.
  79597. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79598. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79599. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79600. * @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
  79601. * @param onCompiled Called when the shader has been compiled.
  79602. * @param onError Called if there is an error when compiling a shader.
  79603. */
  79604. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79605. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79606. /**
  79607. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79608. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79609. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79610. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79611. * The gaps between physical kernels are compensated for in the weighting of the samples
  79612. * @param idealKernel Ideal blur kernel.
  79613. * @return Nearest best kernel.
  79614. */
  79615. protected _nearestBestKernel(idealKernel: number): number;
  79616. /**
  79617. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79618. * @param x The point on the Gaussian distribution to sample.
  79619. * @return the value of the Gaussian function at x.
  79620. */
  79621. protected _gaussianWeight(x: number): number;
  79622. /**
  79623. * Generates a string that can be used as a floating point number in GLSL.
  79624. * @param x Value to print.
  79625. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79626. * @return GLSL float string.
  79627. */
  79628. protected _glslFloat(x: number, decimalFigures?: number): string;
  79629. }
  79630. }
  79631. declare module BABYLON {
  79632. /**
  79633. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79634. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79635. * You can then easily use it as a reflectionTexture on a flat surface.
  79636. * In case the surface is not a plane, please consider relying on reflection probes.
  79637. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79638. */
  79639. export class MirrorTexture extends RenderTargetTexture {
  79640. private scene;
  79641. /**
  79642. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79643. * 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.
  79644. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79645. */
  79646. mirrorPlane: Plane;
  79647. /**
  79648. * Define the blur ratio used to blur the reflection if needed.
  79649. */
  79650. blurRatio: number;
  79651. /**
  79652. * Define the adaptive blur kernel used to blur the reflection if needed.
  79653. * This will autocompute the closest best match for the `blurKernel`
  79654. */
  79655. adaptiveBlurKernel: number;
  79656. /**
  79657. * Define the blur kernel used to blur the reflection if needed.
  79658. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79659. */
  79660. blurKernel: number;
  79661. /**
  79662. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79663. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79664. */
  79665. blurKernelX: number;
  79666. /**
  79667. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79668. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79669. */
  79670. blurKernelY: number;
  79671. private _autoComputeBlurKernel;
  79672. protected _onRatioRescale(): void;
  79673. private _updateGammaSpace;
  79674. private _imageProcessingConfigChangeObserver;
  79675. private _transformMatrix;
  79676. private _mirrorMatrix;
  79677. private _savedViewMatrix;
  79678. private _blurX;
  79679. private _blurY;
  79680. private _adaptiveBlurKernel;
  79681. private _blurKernelX;
  79682. private _blurKernelY;
  79683. private _blurRatio;
  79684. /**
  79685. * Instantiates a Mirror Texture.
  79686. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79687. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79688. * You can then easily use it as a reflectionTexture on a flat surface.
  79689. * In case the surface is not a plane, please consider relying on reflection probes.
  79690. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79691. * @param name
  79692. * @param size
  79693. * @param scene
  79694. * @param generateMipMaps
  79695. * @param type
  79696. * @param samplingMode
  79697. * @param generateDepthBuffer
  79698. */
  79699. constructor(name: string, size: number | {
  79700. width: number;
  79701. height: number;
  79702. } | {
  79703. ratio: number;
  79704. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  79705. private _preparePostProcesses;
  79706. /**
  79707. * Clone the mirror texture.
  79708. * @returns the cloned texture
  79709. */
  79710. clone(): MirrorTexture;
  79711. /**
  79712. * Serialize the texture to a JSON representation you could use in Parse later on
  79713. * @returns the serialized JSON representation
  79714. */
  79715. serialize(): any;
  79716. /**
  79717. * Dispose the texture and release its associated resources.
  79718. */
  79719. dispose(): void;
  79720. }
  79721. }
  79722. declare module BABYLON {
  79723. /**
  79724. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79725. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79726. */
  79727. export class Texture extends BaseTexture {
  79728. /** @hidden */
  79729. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  79730. /** @hidden */
  79731. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  79732. /** @hidden */
  79733. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  79734. /** nearest is mag = nearest and min = nearest and mip = linear */
  79735. static readonly NEAREST_SAMPLINGMODE: number;
  79736. /** nearest is mag = nearest and min = nearest and mip = linear */
  79737. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  79738. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79739. static readonly BILINEAR_SAMPLINGMODE: number;
  79740. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79741. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  79742. /** Trilinear is mag = linear and min = linear and mip = linear */
  79743. static readonly TRILINEAR_SAMPLINGMODE: number;
  79744. /** Trilinear is mag = linear and min = linear and mip = linear */
  79745. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  79746. /** mag = nearest and min = nearest and mip = nearest */
  79747. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  79748. /** mag = nearest and min = linear and mip = nearest */
  79749. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  79750. /** mag = nearest and min = linear and mip = linear */
  79751. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  79752. /** mag = nearest and min = linear and mip = none */
  79753. static readonly NEAREST_LINEAR: number;
  79754. /** mag = nearest and min = nearest and mip = none */
  79755. static readonly NEAREST_NEAREST: number;
  79756. /** mag = linear and min = nearest and mip = nearest */
  79757. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  79758. /** mag = linear and min = nearest and mip = linear */
  79759. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  79760. /** mag = linear and min = linear and mip = none */
  79761. static readonly LINEAR_LINEAR: number;
  79762. /** mag = linear and min = nearest and mip = none */
  79763. static readonly LINEAR_NEAREST: number;
  79764. /** Explicit coordinates mode */
  79765. static readonly EXPLICIT_MODE: number;
  79766. /** Spherical coordinates mode */
  79767. static readonly SPHERICAL_MODE: number;
  79768. /** Planar coordinates mode */
  79769. static readonly PLANAR_MODE: number;
  79770. /** Cubic coordinates mode */
  79771. static readonly CUBIC_MODE: number;
  79772. /** Projection coordinates mode */
  79773. static readonly PROJECTION_MODE: number;
  79774. /** Inverse Cubic coordinates mode */
  79775. static readonly SKYBOX_MODE: number;
  79776. /** Inverse Cubic coordinates mode */
  79777. static readonly INVCUBIC_MODE: number;
  79778. /** Equirectangular coordinates mode */
  79779. static readonly EQUIRECTANGULAR_MODE: number;
  79780. /** Equirectangular Fixed coordinates mode */
  79781. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  79782. /** Equirectangular Fixed Mirrored coordinates mode */
  79783. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  79784. /** Texture is not repeating outside of 0..1 UVs */
  79785. static readonly CLAMP_ADDRESSMODE: number;
  79786. /** Texture is repeating outside of 0..1 UVs */
  79787. static readonly WRAP_ADDRESSMODE: number;
  79788. /** Texture is repeating and mirrored */
  79789. static readonly MIRROR_ADDRESSMODE: number;
  79790. /**
  79791. * 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
  79792. */
  79793. static UseSerializedUrlIfAny: boolean;
  79794. /**
  79795. * Define the url of the texture.
  79796. */
  79797. url: Nullable<string>;
  79798. /**
  79799. * Define an offset on the texture to offset the u coordinates of the UVs
  79800. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79801. */
  79802. uOffset: number;
  79803. /**
  79804. * Define an offset on the texture to offset the v coordinates of the UVs
  79805. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79806. */
  79807. vOffset: number;
  79808. /**
  79809. * Define an offset on the texture to scale the u coordinates of the UVs
  79810. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79811. */
  79812. uScale: number;
  79813. /**
  79814. * Define an offset on the texture to scale the v coordinates of the UVs
  79815. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79816. */
  79817. vScale: number;
  79818. /**
  79819. * Define an offset on the texture to rotate around the u coordinates of the UVs
  79820. * @see http://doc.babylonjs.com/how_to/more_materials
  79821. */
  79822. uAng: number;
  79823. /**
  79824. * Define an offset on the texture to rotate around the v coordinates of the UVs
  79825. * @see http://doc.babylonjs.com/how_to/more_materials
  79826. */
  79827. vAng: number;
  79828. /**
  79829. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  79830. * @see http://doc.babylonjs.com/how_to/more_materials
  79831. */
  79832. wAng: number;
  79833. /**
  79834. * Defines the center of rotation (U)
  79835. */
  79836. uRotationCenter: number;
  79837. /**
  79838. * Defines the center of rotation (V)
  79839. */
  79840. vRotationCenter: number;
  79841. /**
  79842. * Defines the center of rotation (W)
  79843. */
  79844. wRotationCenter: number;
  79845. /**
  79846. * Are mip maps generated for this texture or not.
  79847. */
  79848. readonly noMipmap: boolean;
  79849. /**
  79850. * List of inspectable custom properties (used by the Inspector)
  79851. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79852. */
  79853. inspectableCustomProperties: Nullable<IInspectable[]>;
  79854. private _noMipmap;
  79855. /** @hidden */
  79856. _invertY: boolean;
  79857. private _rowGenerationMatrix;
  79858. private _cachedTextureMatrix;
  79859. private _projectionModeMatrix;
  79860. private _t0;
  79861. private _t1;
  79862. private _t2;
  79863. private _cachedUOffset;
  79864. private _cachedVOffset;
  79865. private _cachedUScale;
  79866. private _cachedVScale;
  79867. private _cachedUAng;
  79868. private _cachedVAng;
  79869. private _cachedWAng;
  79870. private _cachedProjectionMatrixId;
  79871. private _cachedCoordinatesMode;
  79872. /** @hidden */
  79873. protected _initialSamplingMode: number;
  79874. /** @hidden */
  79875. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  79876. private _deleteBuffer;
  79877. protected _format: Nullable<number>;
  79878. private _delayedOnLoad;
  79879. private _delayedOnError;
  79880. /**
  79881. * Observable triggered once the texture has been loaded.
  79882. */
  79883. onLoadObservable: Observable<Texture>;
  79884. protected _isBlocking: boolean;
  79885. /**
  79886. * Is the texture preventing material to render while loading.
  79887. * If false, a default texture will be used instead of the loading one during the preparation step.
  79888. */
  79889. isBlocking: boolean;
  79890. /**
  79891. * Get the current sampling mode associated with the texture.
  79892. */
  79893. readonly samplingMode: number;
  79894. /**
  79895. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  79896. */
  79897. readonly invertY: boolean;
  79898. /**
  79899. * Instantiates a new texture.
  79900. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79901. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79902. * @param url define the url of the picture to load as a texture
  79903. * @param scene define the scene or engine the texture will belong to
  79904. * @param noMipmap define if the texture will require mip maps or not
  79905. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79906. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79907. * @param onLoad define a callback triggered when the texture has been loaded
  79908. * @param onError define a callback triggered when an error occurred during the loading session
  79909. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79910. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79911. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79912. */
  79913. 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);
  79914. /**
  79915. * Update the url (and optional buffer) of this texture if url was null during construction.
  79916. * @param url the url of the texture
  79917. * @param buffer the buffer of the texture (defaults to null)
  79918. * @param onLoad callback called when the texture is loaded (defaults to null)
  79919. */
  79920. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  79921. /**
  79922. * Finish the loading sequence of a texture flagged as delayed load.
  79923. * @hidden
  79924. */
  79925. delayLoad(): void;
  79926. private _prepareRowForTextureGeneration;
  79927. /**
  79928. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  79929. * @returns the transform matrix of the texture.
  79930. */
  79931. getTextureMatrix(): Matrix;
  79932. /**
  79933. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  79934. * @returns The reflection texture transform
  79935. */
  79936. getReflectionTextureMatrix(): Matrix;
  79937. /**
  79938. * Clones the texture.
  79939. * @returns the cloned texture
  79940. */
  79941. clone(): Texture;
  79942. /**
  79943. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  79944. * @returns The JSON representation of the texture
  79945. */
  79946. serialize(): any;
  79947. /**
  79948. * Get the current class name of the texture useful for serialization or dynamic coding.
  79949. * @returns "Texture"
  79950. */
  79951. getClassName(): string;
  79952. /**
  79953. * Dispose the texture and release its associated resources.
  79954. */
  79955. dispose(): void;
  79956. /**
  79957. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  79958. * @param parsedTexture Define the JSON representation of the texture
  79959. * @param scene Define the scene the parsed texture should be instantiated in
  79960. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  79961. * @returns The parsed texture if successful
  79962. */
  79963. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  79964. /**
  79965. * Creates a texture from its base 64 representation.
  79966. * @param data Define the base64 payload without the data: prefix
  79967. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79968. * @param scene Define the scene the texture should belong to
  79969. * @param noMipmap Forces the texture to not create mip map information if true
  79970. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79971. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79972. * @param onLoad define a callback triggered when the texture has been loaded
  79973. * @param onError define a callback triggered when an error occurred during the loading session
  79974. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79975. * @returns the created texture
  79976. */
  79977. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  79978. /**
  79979. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  79980. * @param data Define the base64 payload without the data: prefix
  79981. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79982. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79983. * @param scene Define the scene the texture should belong to
  79984. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79985. * @param noMipmap Forces the texture to not create mip map information if true
  79986. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79987. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79988. * @param onLoad define a callback triggered when the texture has been loaded
  79989. * @param onError define a callback triggered when an error occurred during the loading session
  79990. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79991. * @returns the created texture
  79992. */
  79993. 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;
  79994. }
  79995. }
  79996. declare module BABYLON {
  79997. /**
  79998. * PostProcessManager is used to manage one or more post processes or post process pipelines
  79999. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80000. */
  80001. export class PostProcessManager {
  80002. private _scene;
  80003. private _indexBuffer;
  80004. private _vertexBuffers;
  80005. /**
  80006. * Creates a new instance PostProcess
  80007. * @param scene The scene that the post process is associated with.
  80008. */
  80009. constructor(scene: Scene);
  80010. private _prepareBuffers;
  80011. private _buildIndexBuffer;
  80012. /**
  80013. * Rebuilds the vertex buffers of the manager.
  80014. * @hidden
  80015. */
  80016. _rebuild(): void;
  80017. /**
  80018. * Prepares a frame to be run through a post process.
  80019. * @param sourceTexture The input texture to the post procesess. (default: null)
  80020. * @param postProcesses An array of post processes to be run. (default: null)
  80021. * @returns True if the post processes were able to be run.
  80022. * @hidden
  80023. */
  80024. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  80025. /**
  80026. * Manually render a set of post processes to a texture.
  80027. * @param postProcesses An array of post processes to be run.
  80028. * @param targetTexture The target texture to render to.
  80029. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  80030. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  80031. * @param lodLevel defines which lod of the texture to render to
  80032. */
  80033. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  80034. /**
  80035. * Finalize the result of the output of the postprocesses.
  80036. * @param doNotPresent If true the result will not be displayed to the screen.
  80037. * @param targetTexture The target texture to render to.
  80038. * @param faceIndex The index of the face to bind the target texture to.
  80039. * @param postProcesses The array of post processes to render.
  80040. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  80041. * @hidden
  80042. */
  80043. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  80044. /**
  80045. * Disposes of the post process manager.
  80046. */
  80047. dispose(): void;
  80048. }
  80049. }
  80050. declare module BABYLON {
  80051. /** Interface used by value gradients (color, factor, ...) */
  80052. export interface IValueGradient {
  80053. /**
  80054. * Gets or sets the gradient value (between 0 and 1)
  80055. */
  80056. gradient: number;
  80057. }
  80058. /** Class used to store color4 gradient */
  80059. export class ColorGradient implements IValueGradient {
  80060. /**
  80061. * Gets or sets the gradient value (between 0 and 1)
  80062. */
  80063. gradient: number;
  80064. /**
  80065. * Gets or sets first associated color
  80066. */
  80067. color1: Color4;
  80068. /**
  80069. * Gets or sets second associated color
  80070. */
  80071. color2?: Color4;
  80072. /**
  80073. * Will get a color picked randomly between color1 and color2.
  80074. * If color2 is undefined then color1 will be used
  80075. * @param result defines the target Color4 to store the result in
  80076. */
  80077. getColorToRef(result: Color4): void;
  80078. }
  80079. /** Class used to store color 3 gradient */
  80080. export class Color3Gradient implements IValueGradient {
  80081. /**
  80082. * Gets or sets the gradient value (between 0 and 1)
  80083. */
  80084. gradient: number;
  80085. /**
  80086. * Gets or sets the associated color
  80087. */
  80088. color: Color3;
  80089. }
  80090. /** Class used to store factor gradient */
  80091. export class FactorGradient implements IValueGradient {
  80092. /**
  80093. * Gets or sets the gradient value (between 0 and 1)
  80094. */
  80095. gradient: number;
  80096. /**
  80097. * Gets or sets first associated factor
  80098. */
  80099. factor1: number;
  80100. /**
  80101. * Gets or sets second associated factor
  80102. */
  80103. factor2?: number;
  80104. /**
  80105. * Will get a number picked randomly between factor1 and factor2.
  80106. * If factor2 is undefined then factor1 will be used
  80107. * @returns the picked number
  80108. */
  80109. getFactor(): number;
  80110. }
  80111. /**
  80112. * Helper used to simplify some generic gradient tasks
  80113. */
  80114. export class GradientHelper {
  80115. /**
  80116. * Gets the current gradient from an array of IValueGradient
  80117. * @param ratio defines the current ratio to get
  80118. * @param gradients defines the array of IValueGradient
  80119. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  80120. */
  80121. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  80122. }
  80123. }
  80124. declare module BABYLON {
  80125. interface AbstractScene {
  80126. /**
  80127. * The list of procedural textures added to the scene
  80128. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80129. */
  80130. proceduralTextures: Array<ProceduralTexture>;
  80131. }
  80132. /**
  80133. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80134. * in a given scene.
  80135. */
  80136. export class ProceduralTextureSceneComponent implements ISceneComponent {
  80137. /**
  80138. * The component name helpfull to identify the component in the list of scene components.
  80139. */
  80140. readonly name: string;
  80141. /**
  80142. * The scene the component belongs to.
  80143. */
  80144. scene: Scene;
  80145. /**
  80146. * Creates a new instance of the component for the given scene
  80147. * @param scene Defines the scene to register the component in
  80148. */
  80149. constructor(scene: Scene);
  80150. /**
  80151. * Registers the component in a given scene
  80152. */
  80153. register(): void;
  80154. /**
  80155. * Rebuilds the elements related to this component in case of
  80156. * context lost for instance.
  80157. */
  80158. rebuild(): void;
  80159. /**
  80160. * Disposes the component and the associated ressources.
  80161. */
  80162. dispose(): void;
  80163. private _beforeClear;
  80164. }
  80165. }
  80166. declare module BABYLON {
  80167. interface Engine {
  80168. /**
  80169. * Creates a new render target cube texture
  80170. * @param size defines the size of the texture
  80171. * @param options defines the options used to create the texture
  80172. * @returns a new render target cube texture stored in an InternalTexture
  80173. */
  80174. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  80175. }
  80176. }
  80177. declare module BABYLON {
  80178. /** @hidden */
  80179. export var proceduralVertexShader: {
  80180. name: string;
  80181. shader: string;
  80182. };
  80183. }
  80184. declare module BABYLON {
  80185. /**
  80186. * 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.
  80187. * This is the base class of any Procedural texture and contains most of the shareable code.
  80188. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80189. */
  80190. export class ProceduralTexture extends Texture {
  80191. isCube: boolean;
  80192. /**
  80193. * Define if the texture is enabled or not (disabled texture will not render)
  80194. */
  80195. isEnabled: boolean;
  80196. /**
  80197. * Define if the texture must be cleared before rendering (default is true)
  80198. */
  80199. autoClear: boolean;
  80200. /**
  80201. * Callback called when the texture is generated
  80202. */
  80203. onGenerated: () => void;
  80204. /**
  80205. * Event raised when the texture is generated
  80206. */
  80207. onGeneratedObservable: Observable<ProceduralTexture>;
  80208. /** @hidden */
  80209. _generateMipMaps: boolean;
  80210. /** @hidden **/
  80211. _effect: Effect;
  80212. /** @hidden */
  80213. _textures: {
  80214. [key: string]: Texture;
  80215. };
  80216. private _size;
  80217. private _currentRefreshId;
  80218. private _refreshRate;
  80219. private _vertexBuffers;
  80220. private _indexBuffer;
  80221. private _uniforms;
  80222. private _samplers;
  80223. private _fragment;
  80224. private _floats;
  80225. private _ints;
  80226. private _floatsArrays;
  80227. private _colors3;
  80228. private _colors4;
  80229. private _vectors2;
  80230. private _vectors3;
  80231. private _matrices;
  80232. private _fallbackTexture;
  80233. private _fallbackTextureUsed;
  80234. private _engine;
  80235. private _cachedDefines;
  80236. private _contentUpdateId;
  80237. private _contentData;
  80238. /**
  80239. * Instantiates a new procedural texture.
  80240. * 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.
  80241. * This is the base class of any Procedural texture and contains most of the shareable code.
  80242. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80243. * @param name Define the name of the texture
  80244. * @param size Define the size of the texture to create
  80245. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80246. * @param scene Define the scene the texture belongs to
  80247. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80248. * @param generateMipMaps Define if the texture should creates mip maps or not
  80249. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80250. */
  80251. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  80252. /**
  80253. * The effect that is created when initializing the post process.
  80254. * @returns The created effect corresponding the the postprocess.
  80255. */
  80256. getEffect(): Effect;
  80257. /**
  80258. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80259. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80260. */
  80261. getContent(): Nullable<ArrayBufferView>;
  80262. private _createIndexBuffer;
  80263. /** @hidden */
  80264. _rebuild(): void;
  80265. /**
  80266. * Resets the texture in order to recreate its associated resources.
  80267. * This can be called in case of context loss
  80268. */
  80269. reset(): void;
  80270. protected _getDefines(): string;
  80271. /**
  80272. * Is the texture ready to be used ? (rendered at least once)
  80273. * @returns true if ready, otherwise, false.
  80274. */
  80275. isReady(): boolean;
  80276. /**
  80277. * Resets the refresh counter of the texture and start bak from scratch.
  80278. * Could be useful to regenerate the texture if it is setup to render only once.
  80279. */
  80280. resetRefreshCounter(): void;
  80281. /**
  80282. * Set the fragment shader to use in order to render the texture.
  80283. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80284. */
  80285. setFragment(fragment: any): void;
  80286. /**
  80287. * Define the refresh rate of the texture or the rendering frequency.
  80288. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80289. */
  80290. refreshRate: number;
  80291. /** @hidden */
  80292. _shouldRender(): boolean;
  80293. /**
  80294. * Get the size the texture is rendering at.
  80295. * @returns the size (texture is always squared)
  80296. */
  80297. getRenderSize(): number;
  80298. /**
  80299. * Resize the texture to new value.
  80300. * @param size Define the new size the texture should have
  80301. * @param generateMipMaps Define whether the new texture should create mip maps
  80302. */
  80303. resize(size: number, generateMipMaps: boolean): void;
  80304. private _checkUniform;
  80305. /**
  80306. * Set a texture in the shader program used to render.
  80307. * @param name Define the name of the uniform samplers as defined in the shader
  80308. * @param texture Define the texture to bind to this sampler
  80309. * @return the texture itself allowing "fluent" like uniform updates
  80310. */
  80311. setTexture(name: string, texture: Texture): ProceduralTexture;
  80312. /**
  80313. * Set a float in the shader.
  80314. * @param name Define the name of the uniform as defined in the shader
  80315. * @param value Define the value to give to the uniform
  80316. * @return the texture itself allowing "fluent" like uniform updates
  80317. */
  80318. setFloat(name: string, value: number): ProceduralTexture;
  80319. /**
  80320. * Set a int in the shader.
  80321. * @param name Define the name of the uniform as defined in the shader
  80322. * @param value Define the value to give to the uniform
  80323. * @return the texture itself allowing "fluent" like uniform updates
  80324. */
  80325. setInt(name: string, value: number): ProceduralTexture;
  80326. /**
  80327. * Set an array of floats in the shader.
  80328. * @param name Define the name of the uniform as defined in the shader
  80329. * @param value Define the value to give to the uniform
  80330. * @return the texture itself allowing "fluent" like uniform updates
  80331. */
  80332. setFloats(name: string, value: number[]): ProceduralTexture;
  80333. /**
  80334. * Set a vec3 in the shader from a Color3.
  80335. * @param name Define the name of the uniform as defined in the shader
  80336. * @param value Define the value to give to the uniform
  80337. * @return the texture itself allowing "fluent" like uniform updates
  80338. */
  80339. setColor3(name: string, value: Color3): ProceduralTexture;
  80340. /**
  80341. * Set a vec4 in the shader from a Color4.
  80342. * @param name Define the name of the uniform as defined in the shader
  80343. * @param value Define the value to give to the uniform
  80344. * @return the texture itself allowing "fluent" like uniform updates
  80345. */
  80346. setColor4(name: string, value: Color4): ProceduralTexture;
  80347. /**
  80348. * Set a vec2 in the shader from a Vector2.
  80349. * @param name Define the name of the uniform as defined in the shader
  80350. * @param value Define the value to give to the uniform
  80351. * @return the texture itself allowing "fluent" like uniform updates
  80352. */
  80353. setVector2(name: string, value: Vector2): ProceduralTexture;
  80354. /**
  80355. * Set a vec3 in the shader from a Vector3.
  80356. * @param name Define the name of the uniform as defined in the shader
  80357. * @param value Define the value to give to the uniform
  80358. * @return the texture itself allowing "fluent" like uniform updates
  80359. */
  80360. setVector3(name: string, value: Vector3): ProceduralTexture;
  80361. /**
  80362. * Set a mat4 in the shader from a MAtrix.
  80363. * @param name Define the name of the uniform as defined in the shader
  80364. * @param value Define the value to give to the uniform
  80365. * @return the texture itself allowing "fluent" like uniform updates
  80366. */
  80367. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80368. /**
  80369. * Render the texture to its associated render target.
  80370. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80371. */
  80372. render(useCameraPostProcess?: boolean): void;
  80373. /**
  80374. * Clone the texture.
  80375. * @returns the cloned texture
  80376. */
  80377. clone(): ProceduralTexture;
  80378. /**
  80379. * Dispose the texture and release its asoociated resources.
  80380. */
  80381. dispose(): void;
  80382. }
  80383. }
  80384. declare module BABYLON {
  80385. /**
  80386. * This represents the base class for particle system in Babylon.
  80387. * 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.
  80388. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80389. * @example https://doc.babylonjs.com/babylon101/particles
  80390. */
  80391. export class BaseParticleSystem {
  80392. /**
  80393. * Source color is added to the destination color without alpha affecting the result
  80394. */
  80395. static BLENDMODE_ONEONE: number;
  80396. /**
  80397. * Blend current color and particle color using particle’s alpha
  80398. */
  80399. static BLENDMODE_STANDARD: number;
  80400. /**
  80401. * Add current color and particle color multiplied by particle’s alpha
  80402. */
  80403. static BLENDMODE_ADD: number;
  80404. /**
  80405. * Multiply current color with particle color
  80406. */
  80407. static BLENDMODE_MULTIPLY: number;
  80408. /**
  80409. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  80410. */
  80411. static BLENDMODE_MULTIPLYADD: number;
  80412. /**
  80413. * List of animations used by the particle system.
  80414. */
  80415. animations: Animation[];
  80416. /**
  80417. * The id of the Particle system.
  80418. */
  80419. id: string;
  80420. /**
  80421. * The friendly name of the Particle system.
  80422. */
  80423. name: string;
  80424. /**
  80425. * The rendering group used by the Particle system to chose when to render.
  80426. */
  80427. renderingGroupId: number;
  80428. /**
  80429. * The emitter represents the Mesh or position we are attaching the particle system to.
  80430. */
  80431. emitter: Nullable<AbstractMesh | Vector3>;
  80432. /**
  80433. * The maximum number of particles to emit per frame
  80434. */
  80435. emitRate: number;
  80436. /**
  80437. * If you want to launch only a few particles at once, that can be done, as well.
  80438. */
  80439. manualEmitCount: number;
  80440. /**
  80441. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  80442. */
  80443. updateSpeed: number;
  80444. /**
  80445. * The amount of time the particle system is running (depends of the overall update speed).
  80446. */
  80447. targetStopDuration: number;
  80448. /**
  80449. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  80450. */
  80451. disposeOnStop: boolean;
  80452. /**
  80453. * Minimum power of emitting particles.
  80454. */
  80455. minEmitPower: number;
  80456. /**
  80457. * Maximum power of emitting particles.
  80458. */
  80459. maxEmitPower: number;
  80460. /**
  80461. * Minimum life time of emitting particles.
  80462. */
  80463. minLifeTime: number;
  80464. /**
  80465. * Maximum life time of emitting particles.
  80466. */
  80467. maxLifeTime: number;
  80468. /**
  80469. * Minimum Size of emitting particles.
  80470. */
  80471. minSize: number;
  80472. /**
  80473. * Maximum Size of emitting particles.
  80474. */
  80475. maxSize: number;
  80476. /**
  80477. * Minimum scale of emitting particles on X axis.
  80478. */
  80479. minScaleX: number;
  80480. /**
  80481. * Maximum scale of emitting particles on X axis.
  80482. */
  80483. maxScaleX: number;
  80484. /**
  80485. * Minimum scale of emitting particles on Y axis.
  80486. */
  80487. minScaleY: number;
  80488. /**
  80489. * Maximum scale of emitting particles on Y axis.
  80490. */
  80491. maxScaleY: number;
  80492. /**
  80493. * Gets or sets the minimal initial rotation in radians.
  80494. */
  80495. minInitialRotation: number;
  80496. /**
  80497. * Gets or sets the maximal initial rotation in radians.
  80498. */
  80499. maxInitialRotation: number;
  80500. /**
  80501. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  80502. */
  80503. minAngularSpeed: number;
  80504. /**
  80505. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  80506. */
  80507. maxAngularSpeed: number;
  80508. /**
  80509. * The texture used to render each particle. (this can be a spritesheet)
  80510. */
  80511. particleTexture: Nullable<Texture>;
  80512. /**
  80513. * The layer mask we are rendering the particles through.
  80514. */
  80515. layerMask: number;
  80516. /**
  80517. * This can help using your own shader to render the particle system.
  80518. * The according effect will be created
  80519. */
  80520. customShader: any;
  80521. /**
  80522. * By default particle system starts as soon as they are created. This prevents the
  80523. * automatic start to happen and let you decide when to start emitting particles.
  80524. */
  80525. preventAutoStart: boolean;
  80526. private _noiseTexture;
  80527. /**
  80528. * Gets or sets a texture used to add random noise to particle positions
  80529. */
  80530. noiseTexture: Nullable<ProceduralTexture>;
  80531. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  80532. noiseStrength: Vector3;
  80533. /**
  80534. * Callback triggered when the particle animation is ending.
  80535. */
  80536. onAnimationEnd: Nullable<() => void>;
  80537. /**
  80538. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  80539. */
  80540. blendMode: number;
  80541. /**
  80542. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  80543. * to override the particles.
  80544. */
  80545. forceDepthWrite: boolean;
  80546. /** 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 */
  80547. preWarmCycles: number;
  80548. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  80549. preWarmStepOffset: number;
  80550. /**
  80551. * 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)
  80552. */
  80553. spriteCellChangeSpeed: number;
  80554. /**
  80555. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  80556. */
  80557. startSpriteCellID: number;
  80558. /**
  80559. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  80560. */
  80561. endSpriteCellID: number;
  80562. /**
  80563. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  80564. */
  80565. spriteCellWidth: number;
  80566. /**
  80567. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  80568. */
  80569. spriteCellHeight: number;
  80570. /**
  80571. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  80572. */
  80573. spriteRandomStartCell: boolean;
  80574. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  80575. translationPivot: Vector2;
  80576. /** @hidden */
  80577. protected _isAnimationSheetEnabled: boolean;
  80578. /**
  80579. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  80580. */
  80581. beginAnimationOnStart: boolean;
  80582. /**
  80583. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  80584. */
  80585. beginAnimationFrom: number;
  80586. /**
  80587. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  80588. */
  80589. beginAnimationTo: number;
  80590. /**
  80591. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  80592. */
  80593. beginAnimationLoop: boolean;
  80594. /**
  80595. * Gets or sets a world offset applied to all particles
  80596. */
  80597. worldOffset: Vector3;
  80598. /**
  80599. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  80600. */
  80601. isAnimationSheetEnabled: boolean;
  80602. /**
  80603. * Get hosting scene
  80604. * @returns the scene
  80605. */
  80606. getScene(): Scene;
  80607. /**
  80608. * You can use gravity if you want to give an orientation to your particles.
  80609. */
  80610. gravity: Vector3;
  80611. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80612. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80613. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80614. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80615. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80616. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80617. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80618. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80619. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80620. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80621. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80622. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80623. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80624. /**
  80625. * Defines the delay in milliseconds before starting the system (0 by default)
  80626. */
  80627. startDelay: number;
  80628. /**
  80629. * Gets the current list of drag gradients.
  80630. * You must use addDragGradient and removeDragGradient to udpate this list
  80631. * @returns the list of drag gradients
  80632. */
  80633. getDragGradients(): Nullable<Array<FactorGradient>>;
  80634. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80635. limitVelocityDamping: number;
  80636. /**
  80637. * Gets the current list of limit velocity gradients.
  80638. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80639. * @returns the list of limit velocity gradients
  80640. */
  80641. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80642. /**
  80643. * Gets the current list of color gradients.
  80644. * You must use addColorGradient and removeColorGradient to udpate this list
  80645. * @returns the list of color gradients
  80646. */
  80647. getColorGradients(): Nullable<Array<ColorGradient>>;
  80648. /**
  80649. * Gets the current list of size gradients.
  80650. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80651. * @returns the list of size gradients
  80652. */
  80653. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80654. /**
  80655. * Gets the current list of color remap gradients.
  80656. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80657. * @returns the list of color remap gradients
  80658. */
  80659. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80660. /**
  80661. * Gets the current list of alpha remap gradients.
  80662. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80663. * @returns the list of alpha remap gradients
  80664. */
  80665. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80666. /**
  80667. * Gets the current list of life time gradients.
  80668. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80669. * @returns the list of life time gradients
  80670. */
  80671. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80672. /**
  80673. * Gets the current list of angular speed gradients.
  80674. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80675. * @returns the list of angular speed gradients
  80676. */
  80677. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80678. /**
  80679. * Gets the current list of velocity gradients.
  80680. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  80681. * @returns the list of velocity gradients
  80682. */
  80683. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  80684. /**
  80685. * Gets the current list of start size gradients.
  80686. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  80687. * @returns the list of start size gradients
  80688. */
  80689. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  80690. /**
  80691. * Gets the current list of emit rate gradients.
  80692. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  80693. * @returns the list of emit rate gradients
  80694. */
  80695. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  80696. /**
  80697. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80698. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80699. */
  80700. direction1: Vector3;
  80701. /**
  80702. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80703. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80704. */
  80705. direction2: Vector3;
  80706. /**
  80707. * 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.
  80708. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80709. */
  80710. minEmitBox: Vector3;
  80711. /**
  80712. * 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.
  80713. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80714. */
  80715. maxEmitBox: Vector3;
  80716. /**
  80717. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80718. */
  80719. color1: Color4;
  80720. /**
  80721. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80722. */
  80723. color2: Color4;
  80724. /**
  80725. * Color the particle will have at the end of its lifetime
  80726. */
  80727. colorDead: Color4;
  80728. /**
  80729. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  80730. */
  80731. textureMask: Color4;
  80732. /**
  80733. * The particle emitter type defines the emitter used by the particle system.
  80734. * It can be for example box, sphere, or cone...
  80735. */
  80736. particleEmitterType: IParticleEmitterType;
  80737. /** @hidden */
  80738. _isSubEmitter: boolean;
  80739. /**
  80740. * Gets or sets the billboard mode to use when isBillboardBased = true.
  80741. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  80742. */
  80743. billboardMode: number;
  80744. protected _isBillboardBased: boolean;
  80745. /**
  80746. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  80747. */
  80748. isBillboardBased: boolean;
  80749. /**
  80750. * The scene the particle system belongs to.
  80751. */
  80752. protected _scene: Scene;
  80753. /**
  80754. * Local cache of defines for image processing.
  80755. */
  80756. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  80757. /**
  80758. * Default configuration related to image processing available in the standard Material.
  80759. */
  80760. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  80761. /**
  80762. * Gets the image processing configuration used either in this material.
  80763. */
  80764. /**
  80765. * Sets the Default image processing configuration used either in the this material.
  80766. *
  80767. * If sets to null, the scene one is in use.
  80768. */
  80769. imageProcessingConfiguration: ImageProcessingConfiguration;
  80770. /**
  80771. * Attaches a new image processing configuration to the Standard Material.
  80772. * @param configuration
  80773. */
  80774. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  80775. /** @hidden */
  80776. protected _reset(): void;
  80777. /** @hidden */
  80778. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  80779. /**
  80780. * Instantiates a particle system.
  80781. * 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.
  80782. * @param name The name of the particle system
  80783. */
  80784. constructor(name: string);
  80785. /**
  80786. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  80787. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80788. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80789. * @returns the emitter
  80790. */
  80791. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  80792. /**
  80793. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  80794. * @param radius The radius of the hemisphere to emit from
  80795. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80796. * @returns the emitter
  80797. */
  80798. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  80799. /**
  80800. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  80801. * @param radius The radius of the sphere to emit from
  80802. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80803. * @returns the emitter
  80804. */
  80805. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  80806. /**
  80807. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  80808. * @param radius The radius of the sphere to emit from
  80809. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  80810. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  80811. * @returns the emitter
  80812. */
  80813. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  80814. /**
  80815. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  80816. * @param radius The radius of the emission cylinder
  80817. * @param height The height of the emission cylinder
  80818. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  80819. * @param directionRandomizer How much to randomize the particle direction [0-1]
  80820. * @returns the emitter
  80821. */
  80822. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  80823. /**
  80824. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  80825. * @param radius The radius of the cylinder to emit from
  80826. * @param height The height of the emission cylinder
  80827. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80828. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  80829. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  80830. * @returns the emitter
  80831. */
  80832. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  80833. /**
  80834. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  80835. * @param radius The radius of the cone to emit from
  80836. * @param angle The base angle of the cone
  80837. * @returns the emitter
  80838. */
  80839. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  80840. /**
  80841. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  80842. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80843. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80844. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80845. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80846. * @returns the emitter
  80847. */
  80848. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  80849. }
  80850. }
  80851. declare module BABYLON {
  80852. /**
  80853. * Type of sub emitter
  80854. */
  80855. export enum SubEmitterType {
  80856. /**
  80857. * Attached to the particle over it's lifetime
  80858. */
  80859. ATTACHED = 0,
  80860. /**
  80861. * Created when the particle dies
  80862. */
  80863. END = 1
  80864. }
  80865. /**
  80866. * Sub emitter class used to emit particles from an existing particle
  80867. */
  80868. export class SubEmitter {
  80869. /**
  80870. * the particle system to be used by the sub emitter
  80871. */
  80872. particleSystem: ParticleSystem;
  80873. /**
  80874. * Type of the submitter (Default: END)
  80875. */
  80876. type: SubEmitterType;
  80877. /**
  80878. * 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)
  80879. * Note: This only is supported when using an emitter of type Mesh
  80880. */
  80881. inheritDirection: boolean;
  80882. /**
  80883. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  80884. */
  80885. inheritedVelocityAmount: number;
  80886. /**
  80887. * Creates a sub emitter
  80888. * @param particleSystem the particle system to be used by the sub emitter
  80889. */
  80890. constructor(
  80891. /**
  80892. * the particle system to be used by the sub emitter
  80893. */
  80894. particleSystem: ParticleSystem);
  80895. /**
  80896. * Clones the sub emitter
  80897. * @returns the cloned sub emitter
  80898. */
  80899. clone(): SubEmitter;
  80900. /**
  80901. * Serialize current object to a JSON object
  80902. * @returns the serialized object
  80903. */
  80904. serialize(): any;
  80905. /** @hidden */
  80906. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  80907. /**
  80908. * Creates a new SubEmitter from a serialized JSON version
  80909. * @param serializationObject defines the JSON object to read from
  80910. * @param scene defines the hosting scene
  80911. * @param rootUrl defines the rootUrl for data loading
  80912. * @returns a new SubEmitter
  80913. */
  80914. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  80915. /** Release associated resources */
  80916. dispose(): void;
  80917. }
  80918. }
  80919. declare module BABYLON {
  80920. /** @hidden */
  80921. export var clipPlaneFragmentDeclaration: {
  80922. name: string;
  80923. shader: string;
  80924. };
  80925. }
  80926. declare module BABYLON {
  80927. /** @hidden */
  80928. export var imageProcessingDeclaration: {
  80929. name: string;
  80930. shader: string;
  80931. };
  80932. }
  80933. declare module BABYLON {
  80934. /** @hidden */
  80935. export var imageProcessingFunctions: {
  80936. name: string;
  80937. shader: string;
  80938. };
  80939. }
  80940. declare module BABYLON {
  80941. /** @hidden */
  80942. export var clipPlaneFragment: {
  80943. name: string;
  80944. shader: string;
  80945. };
  80946. }
  80947. declare module BABYLON {
  80948. /** @hidden */
  80949. export var particlesPixelShader: {
  80950. name: string;
  80951. shader: string;
  80952. };
  80953. }
  80954. declare module BABYLON {
  80955. /** @hidden */
  80956. export var clipPlaneVertexDeclaration: {
  80957. name: string;
  80958. shader: string;
  80959. };
  80960. }
  80961. declare module BABYLON {
  80962. /** @hidden */
  80963. export var clipPlaneVertex: {
  80964. name: string;
  80965. shader: string;
  80966. };
  80967. }
  80968. declare module BABYLON {
  80969. /** @hidden */
  80970. export var particlesVertexShader: {
  80971. name: string;
  80972. shader: string;
  80973. };
  80974. }
  80975. declare module BABYLON {
  80976. /**
  80977. * This represents a particle system in Babylon.
  80978. * 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.
  80979. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80980. * @example https://doc.babylonjs.com/babylon101/particles
  80981. */
  80982. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  80983. /**
  80984. * Billboard mode will only apply to Y axis
  80985. */
  80986. static readonly BILLBOARDMODE_Y: number;
  80987. /**
  80988. * Billboard mode will apply to all axes
  80989. */
  80990. static readonly BILLBOARDMODE_ALL: number;
  80991. /**
  80992. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  80993. */
  80994. static readonly BILLBOARDMODE_STRETCHED: number;
  80995. /**
  80996. * This function can be defined to provide custom update for active particles.
  80997. * This function will be called instead of regular update (age, position, color, etc.).
  80998. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  80999. */
  81000. updateFunction: (particles: Particle[]) => void;
  81001. private _emitterWorldMatrix;
  81002. /**
  81003. * This function can be defined to specify initial direction for every new particle.
  81004. * It by default use the emitterType defined function
  81005. */
  81006. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  81007. /**
  81008. * This function can be defined to specify initial position for every new particle.
  81009. * It by default use the emitterType defined function
  81010. */
  81011. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  81012. /**
  81013. * @hidden
  81014. */
  81015. _inheritedVelocityOffset: Vector3;
  81016. /**
  81017. * An event triggered when the system is disposed
  81018. */
  81019. onDisposeObservable: Observable<ParticleSystem>;
  81020. private _onDisposeObserver;
  81021. /**
  81022. * Sets a callback that will be triggered when the system is disposed
  81023. */
  81024. onDispose: () => void;
  81025. private _particles;
  81026. private _epsilon;
  81027. private _capacity;
  81028. private _stockParticles;
  81029. private _newPartsExcess;
  81030. private _vertexData;
  81031. private _vertexBuffer;
  81032. private _vertexBuffers;
  81033. private _spriteBuffer;
  81034. private _indexBuffer;
  81035. private _effect;
  81036. private _customEffect;
  81037. private _cachedDefines;
  81038. private _scaledColorStep;
  81039. private _colorDiff;
  81040. private _scaledDirection;
  81041. private _scaledGravity;
  81042. private _currentRenderId;
  81043. private _alive;
  81044. private _useInstancing;
  81045. private _started;
  81046. private _stopped;
  81047. private _actualFrame;
  81048. private _scaledUpdateSpeed;
  81049. private _vertexBufferSize;
  81050. /** @hidden */
  81051. _currentEmitRateGradient: Nullable<FactorGradient>;
  81052. /** @hidden */
  81053. _currentEmitRate1: number;
  81054. /** @hidden */
  81055. _currentEmitRate2: number;
  81056. /** @hidden */
  81057. _currentStartSizeGradient: Nullable<FactorGradient>;
  81058. /** @hidden */
  81059. _currentStartSize1: number;
  81060. /** @hidden */
  81061. _currentStartSize2: number;
  81062. private readonly _rawTextureWidth;
  81063. private _rampGradientsTexture;
  81064. private _useRampGradients;
  81065. /** Gets or sets a boolean indicating that ramp gradients must be used
  81066. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  81067. */
  81068. useRampGradients: boolean;
  81069. /**
  81070. * 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.
  81071. * 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: [])
  81072. */
  81073. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  81074. private _subEmitters;
  81075. /**
  81076. * @hidden
  81077. * If the particle systems emitter should be disposed when the particle system is disposed
  81078. */
  81079. _disposeEmitterOnDispose: boolean;
  81080. /**
  81081. * The current active Sub-systems, this property is used by the root particle system only.
  81082. */
  81083. activeSubSystems: Array<ParticleSystem>;
  81084. private _rootParticleSystem;
  81085. /**
  81086. * Gets the current list of active particles
  81087. */
  81088. readonly particles: Particle[];
  81089. /**
  81090. * Returns the string "ParticleSystem"
  81091. * @returns a string containing the class name
  81092. */
  81093. getClassName(): string;
  81094. /**
  81095. * Instantiates a particle system.
  81096. * 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.
  81097. * @param name The name of the particle system
  81098. * @param capacity The max number of particles alive at the same time
  81099. * @param scene The scene the particle system belongs to
  81100. * @param customEffect a custom effect used to change the way particles are rendered by default
  81101. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  81102. * @param epsilon Offset used to render the particles
  81103. */
  81104. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  81105. private _addFactorGradient;
  81106. private _removeFactorGradient;
  81107. /**
  81108. * Adds a new life time gradient
  81109. * @param gradient defines the gradient to use (between 0 and 1)
  81110. * @param factor defines the life time factor to affect to the specified gradient
  81111. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81112. * @returns the current particle system
  81113. */
  81114. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81115. /**
  81116. * Remove a specific life time gradient
  81117. * @param gradient defines the gradient to remove
  81118. * @returns the current particle system
  81119. */
  81120. removeLifeTimeGradient(gradient: number): IParticleSystem;
  81121. /**
  81122. * Adds a new size gradient
  81123. * @param gradient defines the gradient to use (between 0 and 1)
  81124. * @param factor defines the size factor to affect to the specified gradient
  81125. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81126. * @returns the current particle system
  81127. */
  81128. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81129. /**
  81130. * Remove a specific size gradient
  81131. * @param gradient defines the gradient to remove
  81132. * @returns the current particle system
  81133. */
  81134. removeSizeGradient(gradient: number): IParticleSystem;
  81135. /**
  81136. * Adds a new color remap gradient
  81137. * @param gradient defines the gradient to use (between 0 and 1)
  81138. * @param min defines the color remap minimal range
  81139. * @param max defines the color remap maximal range
  81140. * @returns the current particle system
  81141. */
  81142. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81143. /**
  81144. * Remove a specific color remap gradient
  81145. * @param gradient defines the gradient to remove
  81146. * @returns the current particle system
  81147. */
  81148. removeColorRemapGradient(gradient: number): IParticleSystem;
  81149. /**
  81150. * Adds a new alpha remap gradient
  81151. * @param gradient defines the gradient to use (between 0 and 1)
  81152. * @param min defines the alpha remap minimal range
  81153. * @param max defines the alpha remap maximal range
  81154. * @returns the current particle system
  81155. */
  81156. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81157. /**
  81158. * Remove a specific alpha remap gradient
  81159. * @param gradient defines the gradient to remove
  81160. * @returns the current particle system
  81161. */
  81162. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  81163. /**
  81164. * Adds a new angular speed gradient
  81165. * @param gradient defines the gradient to use (between 0 and 1)
  81166. * @param factor defines the angular speed to affect to the specified gradient
  81167. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81168. * @returns the current particle system
  81169. */
  81170. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81171. /**
  81172. * Remove a specific angular speed gradient
  81173. * @param gradient defines the gradient to remove
  81174. * @returns the current particle system
  81175. */
  81176. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81177. /**
  81178. * Adds a new velocity gradient
  81179. * @param gradient defines the gradient to use (between 0 and 1)
  81180. * @param factor defines the velocity to affect to the specified gradient
  81181. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81182. * @returns the current particle system
  81183. */
  81184. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81185. /**
  81186. * Remove a specific velocity gradient
  81187. * @param gradient defines the gradient to remove
  81188. * @returns the current particle system
  81189. */
  81190. removeVelocityGradient(gradient: number): IParticleSystem;
  81191. /**
  81192. * Adds a new limit velocity gradient
  81193. * @param gradient defines the gradient to use (between 0 and 1)
  81194. * @param factor defines the limit velocity value to affect to the specified gradient
  81195. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81196. * @returns the current particle system
  81197. */
  81198. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81199. /**
  81200. * Remove a specific limit velocity gradient
  81201. * @param gradient defines the gradient to remove
  81202. * @returns the current particle system
  81203. */
  81204. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81205. /**
  81206. * Adds a new drag gradient
  81207. * @param gradient defines the gradient to use (between 0 and 1)
  81208. * @param factor defines the drag value to affect to the specified gradient
  81209. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81210. * @returns the current particle system
  81211. */
  81212. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81213. /**
  81214. * Remove a specific drag gradient
  81215. * @param gradient defines the gradient to remove
  81216. * @returns the current particle system
  81217. */
  81218. removeDragGradient(gradient: number): IParticleSystem;
  81219. /**
  81220. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81221. * @param gradient defines the gradient to use (between 0 and 1)
  81222. * @param factor defines the emit rate value to affect to the specified gradient
  81223. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81224. * @returns the current particle system
  81225. */
  81226. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81227. /**
  81228. * Remove a specific emit rate gradient
  81229. * @param gradient defines the gradient to remove
  81230. * @returns the current particle system
  81231. */
  81232. removeEmitRateGradient(gradient: number): IParticleSystem;
  81233. /**
  81234. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81235. * @param gradient defines the gradient to use (between 0 and 1)
  81236. * @param factor defines the start size value to affect to the specified gradient
  81237. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81238. * @returns the current particle system
  81239. */
  81240. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81241. /**
  81242. * Remove a specific start size gradient
  81243. * @param gradient defines the gradient to remove
  81244. * @returns the current particle system
  81245. */
  81246. removeStartSizeGradient(gradient: number): IParticleSystem;
  81247. private _createRampGradientTexture;
  81248. /**
  81249. * Gets the current list of ramp gradients.
  81250. * You must use addRampGradient and removeRampGradient to udpate this list
  81251. * @returns the list of ramp gradients
  81252. */
  81253. getRampGradients(): Nullable<Array<Color3Gradient>>;
  81254. /**
  81255. * Adds a new ramp gradient used to remap particle colors
  81256. * @param gradient defines the gradient to use (between 0 and 1)
  81257. * @param color defines the color to affect to the specified gradient
  81258. * @returns the current particle system
  81259. */
  81260. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  81261. /**
  81262. * Remove a specific ramp gradient
  81263. * @param gradient defines the gradient to remove
  81264. * @returns the current particle system
  81265. */
  81266. removeRampGradient(gradient: number): ParticleSystem;
  81267. /**
  81268. * Adds a new color gradient
  81269. * @param gradient defines the gradient to use (between 0 and 1)
  81270. * @param color1 defines the color to affect to the specified gradient
  81271. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81272. * @returns this particle system
  81273. */
  81274. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81275. /**
  81276. * Remove a specific color gradient
  81277. * @param gradient defines the gradient to remove
  81278. * @returns this particle system
  81279. */
  81280. removeColorGradient(gradient: number): IParticleSystem;
  81281. private _fetchR;
  81282. protected _reset(): void;
  81283. private _resetEffect;
  81284. private _createVertexBuffers;
  81285. private _createIndexBuffer;
  81286. /**
  81287. * Gets the maximum number of particles active at the same time.
  81288. * @returns The max number of active particles.
  81289. */
  81290. getCapacity(): number;
  81291. /**
  81292. * Gets whether there are still active particles in the system.
  81293. * @returns True if it is alive, otherwise false.
  81294. */
  81295. isAlive(): boolean;
  81296. /**
  81297. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81298. * @returns True if it has been started, otherwise false.
  81299. */
  81300. isStarted(): boolean;
  81301. private _prepareSubEmitterInternalArray;
  81302. /**
  81303. * Starts the particle system and begins to emit
  81304. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  81305. */
  81306. start(delay?: number): void;
  81307. /**
  81308. * Stops the particle system.
  81309. * @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.
  81310. */
  81311. stop(stopSubEmitters?: boolean): void;
  81312. /**
  81313. * Remove all active particles
  81314. */
  81315. reset(): void;
  81316. /**
  81317. * @hidden (for internal use only)
  81318. */
  81319. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  81320. /**
  81321. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  81322. * Its lifetime will start back at 0.
  81323. */
  81324. recycleParticle: (particle: Particle) => void;
  81325. private _stopSubEmitters;
  81326. private _createParticle;
  81327. private _removeFromRoot;
  81328. private _emitFromParticle;
  81329. private _update;
  81330. /** @hidden */
  81331. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  81332. /** @hidden */
  81333. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  81334. /** @hidden */
  81335. private _getEffect;
  81336. /**
  81337. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  81338. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  81339. */
  81340. animate(preWarmOnly?: boolean): void;
  81341. private _appendParticleVertices;
  81342. /**
  81343. * Rebuilds the particle system.
  81344. */
  81345. rebuild(): void;
  81346. /**
  81347. * Is this system ready to be used/rendered
  81348. * @return true if the system is ready
  81349. */
  81350. isReady(): boolean;
  81351. private _render;
  81352. /**
  81353. * Renders the particle system in its current state.
  81354. * @returns the current number of particles
  81355. */
  81356. render(): number;
  81357. /**
  81358. * Disposes the particle system and free the associated resources
  81359. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81360. */
  81361. dispose(disposeTexture?: boolean): void;
  81362. /**
  81363. * Clones the particle system.
  81364. * @param name The name of the cloned object
  81365. * @param newEmitter The new emitter to use
  81366. * @returns the cloned particle system
  81367. */
  81368. clone(name: string, newEmitter: any): ParticleSystem;
  81369. /**
  81370. * Serializes the particle system to a JSON object.
  81371. * @returns the JSON object
  81372. */
  81373. serialize(): any;
  81374. /** @hidden */
  81375. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  81376. /** @hidden */
  81377. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  81378. /**
  81379. * Parses a JSON object to create a particle system.
  81380. * @param parsedParticleSystem The JSON object to parse
  81381. * @param scene The scene to create the particle system in
  81382. * @param rootUrl The root url to use to load external dependencies like texture
  81383. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  81384. * @returns the Parsed particle system
  81385. */
  81386. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  81387. }
  81388. }
  81389. declare module BABYLON {
  81390. /**
  81391. * A particle represents one of the element emitted by a particle system.
  81392. * This is mainly define by its coordinates, direction, velocity and age.
  81393. */
  81394. export class Particle {
  81395. /**
  81396. * The particle system the particle belongs to.
  81397. */
  81398. particleSystem: ParticleSystem;
  81399. private static _Count;
  81400. /**
  81401. * Unique ID of the particle
  81402. */
  81403. id: number;
  81404. /**
  81405. * The world position of the particle in the scene.
  81406. */
  81407. position: Vector3;
  81408. /**
  81409. * The world direction of the particle in the scene.
  81410. */
  81411. direction: Vector3;
  81412. /**
  81413. * The color of the particle.
  81414. */
  81415. color: Color4;
  81416. /**
  81417. * The color change of the particle per step.
  81418. */
  81419. colorStep: Color4;
  81420. /**
  81421. * Defines how long will the life of the particle be.
  81422. */
  81423. lifeTime: number;
  81424. /**
  81425. * The current age of the particle.
  81426. */
  81427. age: number;
  81428. /**
  81429. * The current size of the particle.
  81430. */
  81431. size: number;
  81432. /**
  81433. * The current scale of the particle.
  81434. */
  81435. scale: Vector2;
  81436. /**
  81437. * The current angle of the particle.
  81438. */
  81439. angle: number;
  81440. /**
  81441. * Defines how fast is the angle changing.
  81442. */
  81443. angularSpeed: number;
  81444. /**
  81445. * Defines the cell index used by the particle to be rendered from a sprite.
  81446. */
  81447. cellIndex: number;
  81448. /**
  81449. * The information required to support color remapping
  81450. */
  81451. remapData: Vector4;
  81452. /** @hidden */
  81453. _randomCellOffset?: number;
  81454. /** @hidden */
  81455. _initialDirection: Nullable<Vector3>;
  81456. /** @hidden */
  81457. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  81458. /** @hidden */
  81459. _initialStartSpriteCellID: number;
  81460. /** @hidden */
  81461. _initialEndSpriteCellID: number;
  81462. /** @hidden */
  81463. _currentColorGradient: Nullable<ColorGradient>;
  81464. /** @hidden */
  81465. _currentColor1: Color4;
  81466. /** @hidden */
  81467. _currentColor2: Color4;
  81468. /** @hidden */
  81469. _currentSizeGradient: Nullable<FactorGradient>;
  81470. /** @hidden */
  81471. _currentSize1: number;
  81472. /** @hidden */
  81473. _currentSize2: number;
  81474. /** @hidden */
  81475. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  81476. /** @hidden */
  81477. _currentAngularSpeed1: number;
  81478. /** @hidden */
  81479. _currentAngularSpeed2: number;
  81480. /** @hidden */
  81481. _currentVelocityGradient: Nullable<FactorGradient>;
  81482. /** @hidden */
  81483. _currentVelocity1: number;
  81484. /** @hidden */
  81485. _currentVelocity2: number;
  81486. /** @hidden */
  81487. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  81488. /** @hidden */
  81489. _currentLimitVelocity1: number;
  81490. /** @hidden */
  81491. _currentLimitVelocity2: number;
  81492. /** @hidden */
  81493. _currentDragGradient: Nullable<FactorGradient>;
  81494. /** @hidden */
  81495. _currentDrag1: number;
  81496. /** @hidden */
  81497. _currentDrag2: number;
  81498. /** @hidden */
  81499. _randomNoiseCoordinates1: Vector3;
  81500. /** @hidden */
  81501. _randomNoiseCoordinates2: Vector3;
  81502. /**
  81503. * Creates a new instance Particle
  81504. * @param particleSystem the particle system the particle belongs to
  81505. */
  81506. constructor(
  81507. /**
  81508. * The particle system the particle belongs to.
  81509. */
  81510. particleSystem: ParticleSystem);
  81511. private updateCellInfoFromSystem;
  81512. /**
  81513. * Defines how the sprite cell index is updated for the particle
  81514. */
  81515. updateCellIndex(): void;
  81516. /** @hidden */
  81517. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  81518. /** @hidden */
  81519. _inheritParticleInfoToSubEmitters(): void;
  81520. /** @hidden */
  81521. _reset(): void;
  81522. /**
  81523. * Copy the properties of particle to another one.
  81524. * @param other the particle to copy the information to.
  81525. */
  81526. copyTo(other: Particle): void;
  81527. }
  81528. }
  81529. declare module BABYLON {
  81530. /**
  81531. * Particle emitter represents a volume emitting particles.
  81532. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  81533. */
  81534. export interface IParticleEmitterType {
  81535. /**
  81536. * Called by the particle System when the direction is computed for the created particle.
  81537. * @param worldMatrix is the world matrix of the particle system
  81538. * @param directionToUpdate is the direction vector to update with the result
  81539. * @param particle is the particle we are computed the direction for
  81540. */
  81541. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81542. /**
  81543. * Called by the particle System when the position is computed for the created particle.
  81544. * @param worldMatrix is the world matrix of the particle system
  81545. * @param positionToUpdate is the position vector to update with the result
  81546. * @param particle is the particle we are computed the position for
  81547. */
  81548. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81549. /**
  81550. * Clones the current emitter and returns a copy of it
  81551. * @returns the new emitter
  81552. */
  81553. clone(): IParticleEmitterType;
  81554. /**
  81555. * Called by the GPUParticleSystem to setup the update shader
  81556. * @param effect defines the update shader
  81557. */
  81558. applyToShader(effect: Effect): void;
  81559. /**
  81560. * Returns a string to use to update the GPU particles update shader
  81561. * @returns the effect defines string
  81562. */
  81563. getEffectDefines(): string;
  81564. /**
  81565. * Returns a string representing the class name
  81566. * @returns a string containing the class name
  81567. */
  81568. getClassName(): string;
  81569. /**
  81570. * Serializes the particle system to a JSON object.
  81571. * @returns the JSON object
  81572. */
  81573. serialize(): any;
  81574. /**
  81575. * Parse properties from a JSON object
  81576. * @param serializationObject defines the JSON object
  81577. */
  81578. parse(serializationObject: any): void;
  81579. }
  81580. }
  81581. declare module BABYLON {
  81582. /**
  81583. * Particle emitter emitting particles from the inside of a box.
  81584. * It emits the particles randomly between 2 given directions.
  81585. */
  81586. export class BoxParticleEmitter implements IParticleEmitterType {
  81587. /**
  81588. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81589. */
  81590. direction1: Vector3;
  81591. /**
  81592. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81593. */
  81594. direction2: Vector3;
  81595. /**
  81596. * 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.
  81597. */
  81598. minEmitBox: Vector3;
  81599. /**
  81600. * 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.
  81601. */
  81602. maxEmitBox: Vector3;
  81603. /**
  81604. * Creates a new instance BoxParticleEmitter
  81605. */
  81606. constructor();
  81607. /**
  81608. * Called by the particle System when the direction is computed for the created particle.
  81609. * @param worldMatrix is the world matrix of the particle system
  81610. * @param directionToUpdate is the direction vector to update with the result
  81611. * @param particle is the particle we are computed the direction for
  81612. */
  81613. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81614. /**
  81615. * Called by the particle System when the position is computed for the created particle.
  81616. * @param worldMatrix is the world matrix of the particle system
  81617. * @param positionToUpdate is the position vector to update with the result
  81618. * @param particle is the particle we are computed the position for
  81619. */
  81620. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81621. /**
  81622. * Clones the current emitter and returns a copy of it
  81623. * @returns the new emitter
  81624. */
  81625. clone(): BoxParticleEmitter;
  81626. /**
  81627. * Called by the GPUParticleSystem to setup the update shader
  81628. * @param effect defines the update shader
  81629. */
  81630. applyToShader(effect: Effect): void;
  81631. /**
  81632. * Returns a string to use to update the GPU particles update shader
  81633. * @returns a string containng the defines string
  81634. */
  81635. getEffectDefines(): string;
  81636. /**
  81637. * Returns the string "BoxParticleEmitter"
  81638. * @returns a string containing the class name
  81639. */
  81640. getClassName(): string;
  81641. /**
  81642. * Serializes the particle system to a JSON object.
  81643. * @returns the JSON object
  81644. */
  81645. serialize(): any;
  81646. /**
  81647. * Parse properties from a JSON object
  81648. * @param serializationObject defines the JSON object
  81649. */
  81650. parse(serializationObject: any): void;
  81651. }
  81652. }
  81653. declare module BABYLON {
  81654. /**
  81655. * Particle emitter emitting particles from the inside of a cone.
  81656. * It emits the particles alongside the cone volume from the base to the particle.
  81657. * The emission direction might be randomized.
  81658. */
  81659. export class ConeParticleEmitter implements IParticleEmitterType {
  81660. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81661. directionRandomizer: number;
  81662. private _radius;
  81663. private _angle;
  81664. private _height;
  81665. /**
  81666. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81667. */
  81668. radiusRange: number;
  81669. /**
  81670. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81671. */
  81672. heightRange: number;
  81673. /**
  81674. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81675. */
  81676. emitFromSpawnPointOnly: boolean;
  81677. /**
  81678. * Gets or sets the radius of the emission cone
  81679. */
  81680. radius: number;
  81681. /**
  81682. * Gets or sets the angle of the emission cone
  81683. */
  81684. angle: number;
  81685. private _buildHeight;
  81686. /**
  81687. * Creates a new instance ConeParticleEmitter
  81688. * @param radius the radius of the emission cone (1 by default)
  81689. * @param angle the cone base angle (PI by default)
  81690. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  81691. */
  81692. constructor(radius?: number, angle?: number,
  81693. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81694. directionRandomizer?: number);
  81695. /**
  81696. * Called by the particle System when the direction is computed for the created particle.
  81697. * @param worldMatrix is the world matrix of the particle system
  81698. * @param directionToUpdate is the direction vector to update with the result
  81699. * @param particle is the particle we are computed the direction for
  81700. */
  81701. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81702. /**
  81703. * Called by the particle System when the position is computed for the created particle.
  81704. * @param worldMatrix is the world matrix of the particle system
  81705. * @param positionToUpdate is the position vector to update with the result
  81706. * @param particle is the particle we are computed the position for
  81707. */
  81708. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81709. /**
  81710. * Clones the current emitter and returns a copy of it
  81711. * @returns the new emitter
  81712. */
  81713. clone(): ConeParticleEmitter;
  81714. /**
  81715. * Called by the GPUParticleSystem to setup the update shader
  81716. * @param effect defines the update shader
  81717. */
  81718. applyToShader(effect: Effect): void;
  81719. /**
  81720. * Returns a string to use to update the GPU particles update shader
  81721. * @returns a string containng the defines string
  81722. */
  81723. getEffectDefines(): string;
  81724. /**
  81725. * Returns the string "ConeParticleEmitter"
  81726. * @returns a string containing the class name
  81727. */
  81728. getClassName(): string;
  81729. /**
  81730. * Serializes the particle system to a JSON object.
  81731. * @returns the JSON object
  81732. */
  81733. serialize(): any;
  81734. /**
  81735. * Parse properties from a JSON object
  81736. * @param serializationObject defines the JSON object
  81737. */
  81738. parse(serializationObject: any): void;
  81739. }
  81740. }
  81741. declare module BABYLON {
  81742. /**
  81743. * Particle emitter emitting particles from the inside of a cylinder.
  81744. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  81745. */
  81746. export class CylinderParticleEmitter implements IParticleEmitterType {
  81747. /**
  81748. * The radius of the emission cylinder.
  81749. */
  81750. radius: number;
  81751. /**
  81752. * The height of the emission cylinder.
  81753. */
  81754. height: number;
  81755. /**
  81756. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81757. */
  81758. radiusRange: number;
  81759. /**
  81760. * How much to randomize the particle direction [0-1].
  81761. */
  81762. directionRandomizer: number;
  81763. /**
  81764. * Creates a new instance CylinderParticleEmitter
  81765. * @param radius the radius of the emission cylinder (1 by default)
  81766. * @param height the height of the emission cylinder (1 by default)
  81767. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81768. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81769. */
  81770. constructor(
  81771. /**
  81772. * The radius of the emission cylinder.
  81773. */
  81774. radius?: number,
  81775. /**
  81776. * The height of the emission cylinder.
  81777. */
  81778. height?: number,
  81779. /**
  81780. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81781. */
  81782. radiusRange?: number,
  81783. /**
  81784. * How much to randomize the particle direction [0-1].
  81785. */
  81786. directionRandomizer?: number);
  81787. /**
  81788. * Called by the particle System when the direction is computed for the created particle.
  81789. * @param worldMatrix is the world matrix of the particle system
  81790. * @param directionToUpdate is the direction vector to update with the result
  81791. * @param particle is the particle we are computed the direction for
  81792. */
  81793. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81794. /**
  81795. * Called by the particle System when the position is computed for the created particle.
  81796. * @param worldMatrix is the world matrix of the particle system
  81797. * @param positionToUpdate is the position vector to update with the result
  81798. * @param particle is the particle we are computed the position for
  81799. */
  81800. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81801. /**
  81802. * Clones the current emitter and returns a copy of it
  81803. * @returns the new emitter
  81804. */
  81805. clone(): CylinderParticleEmitter;
  81806. /**
  81807. * Called by the GPUParticleSystem to setup the update shader
  81808. * @param effect defines the update shader
  81809. */
  81810. applyToShader(effect: Effect): void;
  81811. /**
  81812. * Returns a string to use to update the GPU particles update shader
  81813. * @returns a string containng the defines string
  81814. */
  81815. getEffectDefines(): string;
  81816. /**
  81817. * Returns the string "CylinderParticleEmitter"
  81818. * @returns a string containing the class name
  81819. */
  81820. getClassName(): string;
  81821. /**
  81822. * Serializes the particle system to a JSON object.
  81823. * @returns the JSON object
  81824. */
  81825. serialize(): any;
  81826. /**
  81827. * Parse properties from a JSON object
  81828. * @param serializationObject defines the JSON object
  81829. */
  81830. parse(serializationObject: any): void;
  81831. }
  81832. /**
  81833. * Particle emitter emitting particles from the inside of a cylinder.
  81834. * It emits the particles randomly between two vectors.
  81835. */
  81836. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  81837. /**
  81838. * The min limit of the emission direction.
  81839. */
  81840. direction1: Vector3;
  81841. /**
  81842. * The max limit of the emission direction.
  81843. */
  81844. direction2: Vector3;
  81845. /**
  81846. * Creates a new instance CylinderDirectedParticleEmitter
  81847. * @param radius the radius of the emission cylinder (1 by default)
  81848. * @param height the height of the emission cylinder (1 by default)
  81849. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81850. * @param direction1 the min limit of the emission direction (up vector by default)
  81851. * @param direction2 the max limit of the emission direction (up vector by default)
  81852. */
  81853. constructor(radius?: number, height?: number, radiusRange?: number,
  81854. /**
  81855. * The min limit of the emission direction.
  81856. */
  81857. direction1?: Vector3,
  81858. /**
  81859. * The max limit of the emission direction.
  81860. */
  81861. direction2?: Vector3);
  81862. /**
  81863. * Called by the particle System when the direction is computed for the created particle.
  81864. * @param worldMatrix is the world matrix of the particle system
  81865. * @param directionToUpdate is the direction vector to update with the result
  81866. * @param particle is the particle we are computed the direction for
  81867. */
  81868. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81869. /**
  81870. * Clones the current emitter and returns a copy of it
  81871. * @returns the new emitter
  81872. */
  81873. clone(): CylinderDirectedParticleEmitter;
  81874. /**
  81875. * Called by the GPUParticleSystem to setup the update shader
  81876. * @param effect defines the update shader
  81877. */
  81878. applyToShader(effect: Effect): void;
  81879. /**
  81880. * Returns a string to use to update the GPU particles update shader
  81881. * @returns a string containng the defines string
  81882. */
  81883. getEffectDefines(): string;
  81884. /**
  81885. * Returns the string "CylinderDirectedParticleEmitter"
  81886. * @returns a string containing the class name
  81887. */
  81888. getClassName(): string;
  81889. /**
  81890. * Serializes the particle system to a JSON object.
  81891. * @returns the JSON object
  81892. */
  81893. serialize(): any;
  81894. /**
  81895. * Parse properties from a JSON object
  81896. * @param serializationObject defines the JSON object
  81897. */
  81898. parse(serializationObject: any): void;
  81899. }
  81900. }
  81901. declare module BABYLON {
  81902. /**
  81903. * Particle emitter emitting particles from the inside of a hemisphere.
  81904. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  81905. */
  81906. export class HemisphericParticleEmitter implements IParticleEmitterType {
  81907. /**
  81908. * The radius of the emission hemisphere.
  81909. */
  81910. radius: number;
  81911. /**
  81912. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81913. */
  81914. radiusRange: number;
  81915. /**
  81916. * How much to randomize the particle direction [0-1].
  81917. */
  81918. directionRandomizer: number;
  81919. /**
  81920. * Creates a new instance HemisphericParticleEmitter
  81921. * @param radius the radius of the emission hemisphere (1 by default)
  81922. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81923. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81924. */
  81925. constructor(
  81926. /**
  81927. * The radius of the emission hemisphere.
  81928. */
  81929. radius?: number,
  81930. /**
  81931. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81932. */
  81933. radiusRange?: number,
  81934. /**
  81935. * How much to randomize the particle direction [0-1].
  81936. */
  81937. directionRandomizer?: number);
  81938. /**
  81939. * Called by the particle System when the direction is computed for the created particle.
  81940. * @param worldMatrix is the world matrix of the particle system
  81941. * @param directionToUpdate is the direction vector to update with the result
  81942. * @param particle is the particle we are computed the direction for
  81943. */
  81944. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81945. /**
  81946. * Called by the particle System when the position is computed for the created particle.
  81947. * @param worldMatrix is the world matrix of the particle system
  81948. * @param positionToUpdate is the position vector to update with the result
  81949. * @param particle is the particle we are computed the position for
  81950. */
  81951. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81952. /**
  81953. * Clones the current emitter and returns a copy of it
  81954. * @returns the new emitter
  81955. */
  81956. clone(): HemisphericParticleEmitter;
  81957. /**
  81958. * Called by the GPUParticleSystem to setup the update shader
  81959. * @param effect defines the update shader
  81960. */
  81961. applyToShader(effect: Effect): void;
  81962. /**
  81963. * Returns a string to use to update the GPU particles update shader
  81964. * @returns a string containng the defines string
  81965. */
  81966. getEffectDefines(): string;
  81967. /**
  81968. * Returns the string "HemisphericParticleEmitter"
  81969. * @returns a string containing the class name
  81970. */
  81971. getClassName(): string;
  81972. /**
  81973. * Serializes the particle system to a JSON object.
  81974. * @returns the JSON object
  81975. */
  81976. serialize(): any;
  81977. /**
  81978. * Parse properties from a JSON object
  81979. * @param serializationObject defines the JSON object
  81980. */
  81981. parse(serializationObject: any): void;
  81982. }
  81983. }
  81984. declare module BABYLON {
  81985. /**
  81986. * Particle emitter emitting particles from a point.
  81987. * It emits the particles randomly between 2 given directions.
  81988. */
  81989. export class PointParticleEmitter implements IParticleEmitterType {
  81990. /**
  81991. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81992. */
  81993. direction1: Vector3;
  81994. /**
  81995. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81996. */
  81997. direction2: Vector3;
  81998. /**
  81999. * Creates a new instance PointParticleEmitter
  82000. */
  82001. constructor();
  82002. /**
  82003. * Called by the particle System when the direction is computed for the created particle.
  82004. * @param worldMatrix is the world matrix of the particle system
  82005. * @param directionToUpdate is the direction vector to update with the result
  82006. * @param particle is the particle we are computed the direction for
  82007. */
  82008. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82009. /**
  82010. * Called by the particle System when the position is computed for the created particle.
  82011. * @param worldMatrix is the world matrix of the particle system
  82012. * @param positionToUpdate is the position vector to update with the result
  82013. * @param particle is the particle we are computed the position for
  82014. */
  82015. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82016. /**
  82017. * Clones the current emitter and returns a copy of it
  82018. * @returns the new emitter
  82019. */
  82020. clone(): PointParticleEmitter;
  82021. /**
  82022. * Called by the GPUParticleSystem to setup the update shader
  82023. * @param effect defines the update shader
  82024. */
  82025. applyToShader(effect: Effect): void;
  82026. /**
  82027. * Returns a string to use to update the GPU particles update shader
  82028. * @returns a string containng the defines string
  82029. */
  82030. getEffectDefines(): string;
  82031. /**
  82032. * Returns the string "PointParticleEmitter"
  82033. * @returns a string containing the class name
  82034. */
  82035. getClassName(): string;
  82036. /**
  82037. * Serializes the particle system to a JSON object.
  82038. * @returns the JSON object
  82039. */
  82040. serialize(): any;
  82041. /**
  82042. * Parse properties from a JSON object
  82043. * @param serializationObject defines the JSON object
  82044. */
  82045. parse(serializationObject: any): void;
  82046. }
  82047. }
  82048. declare module BABYLON {
  82049. /**
  82050. * Particle emitter emitting particles from the inside of a sphere.
  82051. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  82052. */
  82053. export class SphereParticleEmitter implements IParticleEmitterType {
  82054. /**
  82055. * The radius of the emission sphere.
  82056. */
  82057. radius: number;
  82058. /**
  82059. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82060. */
  82061. radiusRange: number;
  82062. /**
  82063. * How much to randomize the particle direction [0-1].
  82064. */
  82065. directionRandomizer: number;
  82066. /**
  82067. * Creates a new instance SphereParticleEmitter
  82068. * @param radius the radius of the emission sphere (1 by default)
  82069. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82070. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82071. */
  82072. constructor(
  82073. /**
  82074. * The radius of the emission sphere.
  82075. */
  82076. radius?: number,
  82077. /**
  82078. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82079. */
  82080. radiusRange?: number,
  82081. /**
  82082. * How much to randomize the particle direction [0-1].
  82083. */
  82084. directionRandomizer?: number);
  82085. /**
  82086. * Called by the particle System when the direction is computed for the created particle.
  82087. * @param worldMatrix is the world matrix of the particle system
  82088. * @param directionToUpdate is the direction vector to update with the result
  82089. * @param particle is the particle we are computed the direction for
  82090. */
  82091. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82092. /**
  82093. * Called by the particle System when the position is computed for the created particle.
  82094. * @param worldMatrix is the world matrix of the particle system
  82095. * @param positionToUpdate is the position vector to update with the result
  82096. * @param particle is the particle we are computed the position for
  82097. */
  82098. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82099. /**
  82100. * Clones the current emitter and returns a copy of it
  82101. * @returns the new emitter
  82102. */
  82103. clone(): SphereParticleEmitter;
  82104. /**
  82105. * Called by the GPUParticleSystem to setup the update shader
  82106. * @param effect defines the update shader
  82107. */
  82108. applyToShader(effect: Effect): void;
  82109. /**
  82110. * Returns a string to use to update the GPU particles update shader
  82111. * @returns a string containng the defines string
  82112. */
  82113. getEffectDefines(): string;
  82114. /**
  82115. * Returns the string "SphereParticleEmitter"
  82116. * @returns a string containing the class name
  82117. */
  82118. getClassName(): string;
  82119. /**
  82120. * Serializes the particle system to a JSON object.
  82121. * @returns the JSON object
  82122. */
  82123. serialize(): any;
  82124. /**
  82125. * Parse properties from a JSON object
  82126. * @param serializationObject defines the JSON object
  82127. */
  82128. parse(serializationObject: any): void;
  82129. }
  82130. /**
  82131. * Particle emitter emitting particles from the inside of a sphere.
  82132. * It emits the particles randomly between two vectors.
  82133. */
  82134. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  82135. /**
  82136. * The min limit of the emission direction.
  82137. */
  82138. direction1: Vector3;
  82139. /**
  82140. * The max limit of the emission direction.
  82141. */
  82142. direction2: Vector3;
  82143. /**
  82144. * Creates a new instance SphereDirectedParticleEmitter
  82145. * @param radius the radius of the emission sphere (1 by default)
  82146. * @param direction1 the min limit of the emission direction (up vector by default)
  82147. * @param direction2 the max limit of the emission direction (up vector by default)
  82148. */
  82149. constructor(radius?: number,
  82150. /**
  82151. * The min limit of the emission direction.
  82152. */
  82153. direction1?: Vector3,
  82154. /**
  82155. * The max limit of the emission direction.
  82156. */
  82157. direction2?: Vector3);
  82158. /**
  82159. * Called by the particle System when the direction is computed for the created particle.
  82160. * @param worldMatrix is the world matrix of the particle system
  82161. * @param directionToUpdate is the direction vector to update with the result
  82162. * @param particle is the particle we are computed the direction for
  82163. */
  82164. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82165. /**
  82166. * Clones the current emitter and returns a copy of it
  82167. * @returns the new emitter
  82168. */
  82169. clone(): SphereDirectedParticleEmitter;
  82170. /**
  82171. * Called by the GPUParticleSystem to setup the update shader
  82172. * @param effect defines the update shader
  82173. */
  82174. applyToShader(effect: Effect): void;
  82175. /**
  82176. * Returns a string to use to update the GPU particles update shader
  82177. * @returns a string containng the defines string
  82178. */
  82179. getEffectDefines(): string;
  82180. /**
  82181. * Returns the string "SphereDirectedParticleEmitter"
  82182. * @returns a string containing the class name
  82183. */
  82184. getClassName(): string;
  82185. /**
  82186. * Serializes the particle system to a JSON object.
  82187. * @returns the JSON object
  82188. */
  82189. serialize(): any;
  82190. /**
  82191. * Parse properties from a JSON object
  82192. * @param serializationObject defines the JSON object
  82193. */
  82194. parse(serializationObject: any): void;
  82195. }
  82196. }
  82197. declare module BABYLON {
  82198. /**
  82199. * Interface representing a particle system in Babylon.js.
  82200. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  82201. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  82202. */
  82203. export interface IParticleSystem {
  82204. /**
  82205. * List of animations used by the particle system.
  82206. */
  82207. animations: Animation[];
  82208. /**
  82209. * The id of the Particle system.
  82210. */
  82211. id: string;
  82212. /**
  82213. * The name of the Particle system.
  82214. */
  82215. name: string;
  82216. /**
  82217. * The emitter represents the Mesh or position we are attaching the particle system to.
  82218. */
  82219. emitter: Nullable<AbstractMesh | Vector3>;
  82220. /**
  82221. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82222. */
  82223. isBillboardBased: boolean;
  82224. /**
  82225. * The rendering group used by the Particle system to chose when to render.
  82226. */
  82227. renderingGroupId: number;
  82228. /**
  82229. * The layer mask we are rendering the particles through.
  82230. */
  82231. layerMask: number;
  82232. /**
  82233. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  82234. */
  82235. updateSpeed: number;
  82236. /**
  82237. * The amount of time the particle system is running (depends of the overall update speed).
  82238. */
  82239. targetStopDuration: number;
  82240. /**
  82241. * The texture used to render each particle. (this can be a spritesheet)
  82242. */
  82243. particleTexture: Nullable<Texture>;
  82244. /**
  82245. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  82246. */
  82247. blendMode: number;
  82248. /**
  82249. * Minimum life time of emitting particles.
  82250. */
  82251. minLifeTime: number;
  82252. /**
  82253. * Maximum life time of emitting particles.
  82254. */
  82255. maxLifeTime: number;
  82256. /**
  82257. * Minimum Size of emitting particles.
  82258. */
  82259. minSize: number;
  82260. /**
  82261. * Maximum Size of emitting particles.
  82262. */
  82263. maxSize: number;
  82264. /**
  82265. * Minimum scale of emitting particles on X axis.
  82266. */
  82267. minScaleX: number;
  82268. /**
  82269. * Maximum scale of emitting particles on X axis.
  82270. */
  82271. maxScaleX: number;
  82272. /**
  82273. * Minimum scale of emitting particles on Y axis.
  82274. */
  82275. minScaleY: number;
  82276. /**
  82277. * Maximum scale of emitting particles on Y axis.
  82278. */
  82279. maxScaleY: number;
  82280. /**
  82281. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82282. */
  82283. color1: Color4;
  82284. /**
  82285. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82286. */
  82287. color2: Color4;
  82288. /**
  82289. * Color the particle will have at the end of its lifetime.
  82290. */
  82291. colorDead: Color4;
  82292. /**
  82293. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  82294. */
  82295. emitRate: number;
  82296. /**
  82297. * You can use gravity if you want to give an orientation to your particles.
  82298. */
  82299. gravity: Vector3;
  82300. /**
  82301. * Minimum power of emitting particles.
  82302. */
  82303. minEmitPower: number;
  82304. /**
  82305. * Maximum power of emitting particles.
  82306. */
  82307. maxEmitPower: number;
  82308. /**
  82309. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82310. */
  82311. minAngularSpeed: number;
  82312. /**
  82313. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82314. */
  82315. maxAngularSpeed: number;
  82316. /**
  82317. * Gets or sets the minimal initial rotation in radians.
  82318. */
  82319. minInitialRotation: number;
  82320. /**
  82321. * Gets or sets the maximal initial rotation in radians.
  82322. */
  82323. maxInitialRotation: number;
  82324. /**
  82325. * The particle emitter type defines the emitter used by the particle system.
  82326. * It can be for example box, sphere, or cone...
  82327. */
  82328. particleEmitterType: Nullable<IParticleEmitterType>;
  82329. /**
  82330. * Defines the delay in milliseconds before starting the system (0 by default)
  82331. */
  82332. startDelay: number;
  82333. /**
  82334. * 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
  82335. */
  82336. preWarmCycles: number;
  82337. /**
  82338. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  82339. */
  82340. preWarmStepOffset: number;
  82341. /**
  82342. * 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)
  82343. */
  82344. spriteCellChangeSpeed: number;
  82345. /**
  82346. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82347. */
  82348. startSpriteCellID: number;
  82349. /**
  82350. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82351. */
  82352. endSpriteCellID: number;
  82353. /**
  82354. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82355. */
  82356. spriteCellWidth: number;
  82357. /**
  82358. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82359. */
  82360. spriteCellHeight: number;
  82361. /**
  82362. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82363. */
  82364. spriteRandomStartCell: boolean;
  82365. /**
  82366. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82367. */
  82368. isAnimationSheetEnabled: boolean;
  82369. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82370. translationPivot: Vector2;
  82371. /**
  82372. * Gets or sets a texture used to add random noise to particle positions
  82373. */
  82374. noiseTexture: Nullable<BaseTexture>;
  82375. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82376. noiseStrength: Vector3;
  82377. /**
  82378. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82379. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82380. */
  82381. billboardMode: number;
  82382. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82383. limitVelocityDamping: number;
  82384. /**
  82385. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82386. */
  82387. beginAnimationOnStart: boolean;
  82388. /**
  82389. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82390. */
  82391. beginAnimationFrom: number;
  82392. /**
  82393. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82394. */
  82395. beginAnimationTo: number;
  82396. /**
  82397. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82398. */
  82399. beginAnimationLoop: boolean;
  82400. /**
  82401. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82402. */
  82403. disposeOnStop: boolean;
  82404. /**
  82405. * Gets the maximum number of particles active at the same time.
  82406. * @returns The max number of active particles.
  82407. */
  82408. getCapacity(): number;
  82409. /**
  82410. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82411. * @returns True if it has been started, otherwise false.
  82412. */
  82413. isStarted(): boolean;
  82414. /**
  82415. * Animates the particle system for this frame.
  82416. */
  82417. animate(): void;
  82418. /**
  82419. * Renders the particle system in its current state.
  82420. * @returns the current number of particles
  82421. */
  82422. render(): number;
  82423. /**
  82424. * Dispose the particle system and frees its associated resources.
  82425. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82426. */
  82427. dispose(disposeTexture?: boolean): void;
  82428. /**
  82429. * Clones the particle system.
  82430. * @param name The name of the cloned object
  82431. * @param newEmitter The new emitter to use
  82432. * @returns the cloned particle system
  82433. */
  82434. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  82435. /**
  82436. * Serializes the particle system to a JSON object.
  82437. * @returns the JSON object
  82438. */
  82439. serialize(): any;
  82440. /**
  82441. * Rebuild the particle system
  82442. */
  82443. rebuild(): void;
  82444. /**
  82445. * Starts the particle system and begins to emit
  82446. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  82447. */
  82448. start(delay?: number): void;
  82449. /**
  82450. * Stops the particle system.
  82451. */
  82452. stop(): void;
  82453. /**
  82454. * Remove all active particles
  82455. */
  82456. reset(): void;
  82457. /**
  82458. * Is this system ready to be used/rendered
  82459. * @return true if the system is ready
  82460. */
  82461. isReady(): boolean;
  82462. /**
  82463. * Adds a new color gradient
  82464. * @param gradient defines the gradient to use (between 0 and 1)
  82465. * @param color1 defines the color to affect to the specified gradient
  82466. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82467. * @returns the current particle system
  82468. */
  82469. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82470. /**
  82471. * Remove a specific color gradient
  82472. * @param gradient defines the gradient to remove
  82473. * @returns the current particle system
  82474. */
  82475. removeColorGradient(gradient: number): IParticleSystem;
  82476. /**
  82477. * Adds a new size gradient
  82478. * @param gradient defines the gradient to use (between 0 and 1)
  82479. * @param factor defines the size factor to affect to the specified gradient
  82480. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82481. * @returns the current particle system
  82482. */
  82483. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82484. /**
  82485. * Remove a specific size gradient
  82486. * @param gradient defines the gradient to remove
  82487. * @returns the current particle system
  82488. */
  82489. removeSizeGradient(gradient: number): IParticleSystem;
  82490. /**
  82491. * Gets the current list of color gradients.
  82492. * You must use addColorGradient and removeColorGradient to udpate this list
  82493. * @returns the list of color gradients
  82494. */
  82495. getColorGradients(): Nullable<Array<ColorGradient>>;
  82496. /**
  82497. * Gets the current list of size gradients.
  82498. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82499. * @returns the list of size gradients
  82500. */
  82501. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82502. /**
  82503. * Gets the current list of angular speed gradients.
  82504. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82505. * @returns the list of angular speed gradients
  82506. */
  82507. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82508. /**
  82509. * Adds a new angular speed gradient
  82510. * @param gradient defines the gradient to use (between 0 and 1)
  82511. * @param factor defines the angular speed to affect to the specified gradient
  82512. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82513. * @returns the current particle system
  82514. */
  82515. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82516. /**
  82517. * Remove a specific angular speed gradient
  82518. * @param gradient defines the gradient to remove
  82519. * @returns the current particle system
  82520. */
  82521. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82522. /**
  82523. * Gets the current list of velocity gradients.
  82524. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82525. * @returns the list of velocity gradients
  82526. */
  82527. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82528. /**
  82529. * Adds a new velocity gradient
  82530. * @param gradient defines the gradient to use (between 0 and 1)
  82531. * @param factor defines the velocity to affect to the specified gradient
  82532. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82533. * @returns the current particle system
  82534. */
  82535. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82536. /**
  82537. * Remove a specific velocity gradient
  82538. * @param gradient defines the gradient to remove
  82539. * @returns the current particle system
  82540. */
  82541. removeVelocityGradient(gradient: number): IParticleSystem;
  82542. /**
  82543. * Gets the current list of limit velocity gradients.
  82544. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82545. * @returns the list of limit velocity gradients
  82546. */
  82547. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82548. /**
  82549. * Adds a new limit velocity gradient
  82550. * @param gradient defines the gradient to use (between 0 and 1)
  82551. * @param factor defines the limit velocity to affect to the specified gradient
  82552. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82553. * @returns the current particle system
  82554. */
  82555. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82556. /**
  82557. * Remove a specific limit velocity gradient
  82558. * @param gradient defines the gradient to remove
  82559. * @returns the current particle system
  82560. */
  82561. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82562. /**
  82563. * Adds a new drag gradient
  82564. * @param gradient defines the gradient to use (between 0 and 1)
  82565. * @param factor defines the drag to affect to the specified gradient
  82566. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82567. * @returns the current particle system
  82568. */
  82569. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82570. /**
  82571. * Remove a specific drag gradient
  82572. * @param gradient defines the gradient to remove
  82573. * @returns the current particle system
  82574. */
  82575. removeDragGradient(gradient: number): IParticleSystem;
  82576. /**
  82577. * Gets the current list of drag gradients.
  82578. * You must use addDragGradient and removeDragGradient to udpate this list
  82579. * @returns the list of drag gradients
  82580. */
  82581. getDragGradients(): Nullable<Array<FactorGradient>>;
  82582. /**
  82583. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82584. * @param gradient defines the gradient to use (between 0 and 1)
  82585. * @param factor defines the emit rate to affect to the specified gradient
  82586. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82587. * @returns the current particle system
  82588. */
  82589. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82590. /**
  82591. * Remove a specific emit rate gradient
  82592. * @param gradient defines the gradient to remove
  82593. * @returns the current particle system
  82594. */
  82595. removeEmitRateGradient(gradient: number): IParticleSystem;
  82596. /**
  82597. * Gets the current list of emit rate gradients.
  82598. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82599. * @returns the list of emit rate gradients
  82600. */
  82601. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82602. /**
  82603. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82604. * @param gradient defines the gradient to use (between 0 and 1)
  82605. * @param factor defines the start size to affect to the specified gradient
  82606. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82607. * @returns the current particle system
  82608. */
  82609. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82610. /**
  82611. * Remove a specific start size gradient
  82612. * @param gradient defines the gradient to remove
  82613. * @returns the current particle system
  82614. */
  82615. removeStartSizeGradient(gradient: number): IParticleSystem;
  82616. /**
  82617. * Gets the current list of start size gradients.
  82618. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82619. * @returns the list of start size gradients
  82620. */
  82621. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82622. /**
  82623. * Adds a new life time gradient
  82624. * @param gradient defines the gradient to use (between 0 and 1)
  82625. * @param factor defines the life time factor to affect to the specified gradient
  82626. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82627. * @returns the current particle system
  82628. */
  82629. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82630. /**
  82631. * Remove a specific life time gradient
  82632. * @param gradient defines the gradient to remove
  82633. * @returns the current particle system
  82634. */
  82635. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82636. /**
  82637. * Gets the current list of life time gradients.
  82638. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82639. * @returns the list of life time gradients
  82640. */
  82641. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82642. /**
  82643. * Gets the current list of color gradients.
  82644. * You must use addColorGradient and removeColorGradient to udpate this list
  82645. * @returns the list of color gradients
  82646. */
  82647. getColorGradients(): Nullable<Array<ColorGradient>>;
  82648. /**
  82649. * Adds a new ramp gradient used to remap particle colors
  82650. * @param gradient defines the gradient to use (between 0 and 1)
  82651. * @param color defines the color to affect to the specified gradient
  82652. * @returns the current particle system
  82653. */
  82654. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82655. /**
  82656. * Gets the current list of ramp gradients.
  82657. * You must use addRampGradient and removeRampGradient to udpate this list
  82658. * @returns the list of ramp gradients
  82659. */
  82660. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82661. /** Gets or sets a boolean indicating that ramp gradients must be used
  82662. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82663. */
  82664. useRampGradients: boolean;
  82665. /**
  82666. * Adds a new color remap gradient
  82667. * @param gradient defines the gradient to use (between 0 and 1)
  82668. * @param min defines the color remap minimal range
  82669. * @param max defines the color remap maximal range
  82670. * @returns the current particle system
  82671. */
  82672. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82673. /**
  82674. * Gets the current list of color remap gradients.
  82675. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82676. * @returns the list of color remap gradients
  82677. */
  82678. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82679. /**
  82680. * Adds a new alpha remap gradient
  82681. * @param gradient defines the gradient to use (between 0 and 1)
  82682. * @param min defines the alpha remap minimal range
  82683. * @param max defines the alpha remap maximal range
  82684. * @returns the current particle system
  82685. */
  82686. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82687. /**
  82688. * Gets the current list of alpha remap gradients.
  82689. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82690. * @returns the list of alpha remap gradients
  82691. */
  82692. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82693. /**
  82694. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82695. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82696. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82697. * @returns the emitter
  82698. */
  82699. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82700. /**
  82701. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82702. * @param radius The radius of the hemisphere to emit from
  82703. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82704. * @returns the emitter
  82705. */
  82706. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  82707. /**
  82708. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82709. * @param radius The radius of the sphere to emit from
  82710. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82711. * @returns the emitter
  82712. */
  82713. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  82714. /**
  82715. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82716. * @param radius The radius of the sphere to emit from
  82717. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82718. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82719. * @returns the emitter
  82720. */
  82721. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82722. /**
  82723. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82724. * @param radius The radius of the emission cylinder
  82725. * @param height The height of the emission cylinder
  82726. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82727. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82728. * @returns the emitter
  82729. */
  82730. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  82731. /**
  82732. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82733. * @param radius The radius of the cylinder to emit from
  82734. * @param height The height of the emission cylinder
  82735. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82736. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82737. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82738. * @returns the emitter
  82739. */
  82740. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82741. /**
  82742. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82743. * @param radius The radius of the cone to emit from
  82744. * @param angle The base angle of the cone
  82745. * @returns the emitter
  82746. */
  82747. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  82748. /**
  82749. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82750. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82751. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82752. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82753. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82754. * @returns the emitter
  82755. */
  82756. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82757. /**
  82758. * Get hosting scene
  82759. * @returns the scene
  82760. */
  82761. getScene(): Scene;
  82762. }
  82763. }
  82764. declare module BABYLON {
  82765. /**
  82766. * Creates an instance based on a source mesh.
  82767. */
  82768. export class InstancedMesh extends AbstractMesh {
  82769. private _sourceMesh;
  82770. private _currentLOD;
  82771. /** @hidden */
  82772. _indexInSourceMeshInstanceArray: number;
  82773. constructor(name: string, source: Mesh);
  82774. /**
  82775. * Returns the string "InstancedMesh".
  82776. */
  82777. getClassName(): string;
  82778. /** Gets the list of lights affecting that mesh */
  82779. readonly lightSources: Light[];
  82780. _resyncLightSources(): void;
  82781. _resyncLighSource(light: Light): void;
  82782. _removeLightSource(light: Light): void;
  82783. /**
  82784. * If the source mesh receives shadows
  82785. */
  82786. readonly receiveShadows: boolean;
  82787. /**
  82788. * The material of the source mesh
  82789. */
  82790. readonly material: Nullable<Material>;
  82791. /**
  82792. * Visibility of the source mesh
  82793. */
  82794. readonly visibility: number;
  82795. /**
  82796. * Skeleton of the source mesh
  82797. */
  82798. readonly skeleton: Nullable<Skeleton>;
  82799. /**
  82800. * Rendering ground id of the source mesh
  82801. */
  82802. renderingGroupId: number;
  82803. /**
  82804. * Returns the total number of vertices (integer).
  82805. */
  82806. getTotalVertices(): number;
  82807. /**
  82808. * Returns a positive integer : the total number of indices in this mesh geometry.
  82809. * @returns the numner of indices or zero if the mesh has no geometry.
  82810. */
  82811. getTotalIndices(): number;
  82812. /**
  82813. * The source mesh of the instance
  82814. */
  82815. readonly sourceMesh: Mesh;
  82816. /**
  82817. * Is this node ready to be used/rendered
  82818. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  82819. * @return {boolean} is it ready
  82820. */
  82821. isReady(completeCheck?: boolean): boolean;
  82822. /**
  82823. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  82824. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  82825. * @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.
  82826. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  82827. */
  82828. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  82829. /**
  82830. * Sets the vertex data of the mesh geometry for the requested `kind`.
  82831. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  82832. * The `data` are either a numeric array either a Float32Array.
  82833. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  82834. * 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).
  82835. * Note that a new underlying VertexBuffer object is created each call.
  82836. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82837. *
  82838. * Possible `kind` values :
  82839. * - VertexBuffer.PositionKind
  82840. * - VertexBuffer.UVKind
  82841. * - VertexBuffer.UV2Kind
  82842. * - VertexBuffer.UV3Kind
  82843. * - VertexBuffer.UV4Kind
  82844. * - VertexBuffer.UV5Kind
  82845. * - VertexBuffer.UV6Kind
  82846. * - VertexBuffer.ColorKind
  82847. * - VertexBuffer.MatricesIndicesKind
  82848. * - VertexBuffer.MatricesIndicesExtraKind
  82849. * - VertexBuffer.MatricesWeightsKind
  82850. * - VertexBuffer.MatricesWeightsExtraKind
  82851. *
  82852. * Returns the Mesh.
  82853. */
  82854. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  82855. /**
  82856. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  82857. * If the mesh has no geometry, it is simply returned as it is.
  82858. * The `data` are either a numeric array either a Float32Array.
  82859. * No new underlying VertexBuffer object is created.
  82860. * 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.
  82861. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  82862. *
  82863. * Possible `kind` values :
  82864. * - VertexBuffer.PositionKind
  82865. * - VertexBuffer.UVKind
  82866. * - VertexBuffer.UV2Kind
  82867. * - VertexBuffer.UV3Kind
  82868. * - VertexBuffer.UV4Kind
  82869. * - VertexBuffer.UV5Kind
  82870. * - VertexBuffer.UV6Kind
  82871. * - VertexBuffer.ColorKind
  82872. * - VertexBuffer.MatricesIndicesKind
  82873. * - VertexBuffer.MatricesIndicesExtraKind
  82874. * - VertexBuffer.MatricesWeightsKind
  82875. * - VertexBuffer.MatricesWeightsExtraKind
  82876. *
  82877. * Returns the Mesh.
  82878. */
  82879. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  82880. /**
  82881. * Sets the mesh indices.
  82882. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  82883. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  82884. * This method creates a new index buffer each call.
  82885. * Returns the Mesh.
  82886. */
  82887. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  82888. /**
  82889. * Boolean : True if the mesh owns the requested kind of data.
  82890. */
  82891. isVerticesDataPresent(kind: string): boolean;
  82892. /**
  82893. * Returns an array of indices (IndicesArray).
  82894. */
  82895. getIndices(): Nullable<IndicesArray>;
  82896. readonly _positions: Nullable<Vector3[]>;
  82897. /**
  82898. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  82899. * This means the mesh underlying bounding box and sphere are recomputed.
  82900. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  82901. * @returns the current mesh
  82902. */
  82903. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  82904. /** @hidden */
  82905. _preActivate(): InstancedMesh;
  82906. /** @hidden */
  82907. _activate(renderId: number, intermediateRendering: boolean): boolean;
  82908. /** @hidden */
  82909. _postActivate(): void;
  82910. getWorldMatrix(): Matrix;
  82911. readonly isAnInstance: boolean;
  82912. /**
  82913. * Returns the current associated LOD AbstractMesh.
  82914. */
  82915. getLOD(camera: Camera): AbstractMesh;
  82916. /** @hidden */
  82917. _syncSubMeshes(): InstancedMesh;
  82918. /** @hidden */
  82919. _generatePointsArray(): boolean;
  82920. /**
  82921. * Creates a new InstancedMesh from the current mesh.
  82922. * - name (string) : the cloned mesh name
  82923. * - newParent (optional Node) : the optional Node to parent the clone to.
  82924. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  82925. *
  82926. * Returns the clone.
  82927. */
  82928. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
  82929. /**
  82930. * Disposes the InstancedMesh.
  82931. * Returns nothing.
  82932. */
  82933. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82934. }
  82935. }
  82936. declare module BABYLON {
  82937. /**
  82938. * Defines the options associated with the creation of a shader material.
  82939. */
  82940. export interface IShaderMaterialOptions {
  82941. /**
  82942. * Does the material work in alpha blend mode
  82943. */
  82944. needAlphaBlending: boolean;
  82945. /**
  82946. * Does the material work in alpha test mode
  82947. */
  82948. needAlphaTesting: boolean;
  82949. /**
  82950. * The list of attribute names used in the shader
  82951. */
  82952. attributes: string[];
  82953. /**
  82954. * The list of unifrom names used in the shader
  82955. */
  82956. uniforms: string[];
  82957. /**
  82958. * The list of UBO names used in the shader
  82959. */
  82960. uniformBuffers: string[];
  82961. /**
  82962. * The list of sampler names used in the shader
  82963. */
  82964. samplers: string[];
  82965. /**
  82966. * The list of defines used in the shader
  82967. */
  82968. defines: string[];
  82969. }
  82970. /**
  82971. * 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.
  82972. *
  82973. * This returned material effects how the mesh will look based on the code in the shaders.
  82974. *
  82975. * @see http://doc.babylonjs.com/how_to/shader_material
  82976. */
  82977. export class ShaderMaterial extends Material {
  82978. private _shaderPath;
  82979. private _options;
  82980. private _textures;
  82981. private _textureArrays;
  82982. private _floats;
  82983. private _ints;
  82984. private _floatsArrays;
  82985. private _colors3;
  82986. private _colors3Arrays;
  82987. private _colors4;
  82988. private _colors4Arrays;
  82989. private _vectors2;
  82990. private _vectors3;
  82991. private _vectors4;
  82992. private _matrices;
  82993. private _matrices3x3;
  82994. private _matrices2x2;
  82995. private _vectors2Arrays;
  82996. private _vectors3Arrays;
  82997. private _vectors4Arrays;
  82998. private _cachedWorldViewMatrix;
  82999. private _cachedWorldViewProjectionMatrix;
  83000. private _renderId;
  83001. /**
  83002. * Instantiate a new shader material.
  83003. * 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.
  83004. * This returned material effects how the mesh will look based on the code in the shaders.
  83005. * @see http://doc.babylonjs.com/how_to/shader_material
  83006. * @param name Define the name of the material in the scene
  83007. * @param scene Define the scene the material belongs to
  83008. * @param shaderPath Defines the route to the shader code in one of three ways:
  83009. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  83010. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  83011. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  83012. * @param options Define the options used to create the shader
  83013. */
  83014. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  83015. /**
  83016. * Gets the options used to compile the shader.
  83017. * They can be modified to trigger a new compilation
  83018. */
  83019. readonly options: IShaderMaterialOptions;
  83020. /**
  83021. * Gets the current class name of the material e.g. "ShaderMaterial"
  83022. * Mainly use in serialization.
  83023. * @returns the class name
  83024. */
  83025. getClassName(): string;
  83026. /**
  83027. * Specifies if the material will require alpha blending
  83028. * @returns a boolean specifying if alpha blending is needed
  83029. */
  83030. needAlphaBlending(): boolean;
  83031. /**
  83032. * Specifies if this material should be rendered in alpha test mode
  83033. * @returns a boolean specifying if an alpha test is needed.
  83034. */
  83035. needAlphaTesting(): boolean;
  83036. private _checkUniform;
  83037. /**
  83038. * Set a texture in the shader.
  83039. * @param name Define the name of the uniform samplers as defined in the shader
  83040. * @param texture Define the texture to bind to this sampler
  83041. * @return the material itself allowing "fluent" like uniform updates
  83042. */
  83043. setTexture(name: string, texture: Texture): ShaderMaterial;
  83044. /**
  83045. * Set a texture array in the shader.
  83046. * @param name Define the name of the uniform sampler array as defined in the shader
  83047. * @param textures Define the list of textures to bind to this sampler
  83048. * @return the material itself allowing "fluent" like uniform updates
  83049. */
  83050. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  83051. /**
  83052. * Set a float in the shader.
  83053. * @param name Define the name of the uniform as defined in the shader
  83054. * @param value Define the value to give to the uniform
  83055. * @return the material itself allowing "fluent" like uniform updates
  83056. */
  83057. setFloat(name: string, value: number): ShaderMaterial;
  83058. /**
  83059. * Set a int in the shader.
  83060. * @param name Define the name of the uniform as defined in the shader
  83061. * @param value Define the value to give to the uniform
  83062. * @return the material itself allowing "fluent" like uniform updates
  83063. */
  83064. setInt(name: string, value: number): ShaderMaterial;
  83065. /**
  83066. * Set an array of floats in the shader.
  83067. * @param name Define the name of the uniform as defined in the shader
  83068. * @param value Define the value to give to the uniform
  83069. * @return the material itself allowing "fluent" like uniform updates
  83070. */
  83071. setFloats(name: string, value: number[]): ShaderMaterial;
  83072. /**
  83073. * Set a vec3 in the shader from a Color3.
  83074. * @param name Define the name of the uniform as defined in the shader
  83075. * @param value Define the value to give to the uniform
  83076. * @return the material itself allowing "fluent" like uniform updates
  83077. */
  83078. setColor3(name: string, value: Color3): ShaderMaterial;
  83079. /**
  83080. * Set a vec3 array in the shader from a Color3 array.
  83081. * @param name Define the name of the uniform as defined in the shader
  83082. * @param value Define the value to give to the uniform
  83083. * @return the material itself allowing "fluent" like uniform updates
  83084. */
  83085. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  83086. /**
  83087. * Set a vec4 in the shader from a Color4.
  83088. * @param name Define the name of the uniform as defined in the shader
  83089. * @param value Define the value to give to the uniform
  83090. * @return the material itself allowing "fluent" like uniform updates
  83091. */
  83092. setColor4(name: string, value: Color4): ShaderMaterial;
  83093. /**
  83094. * Set a vec4 array in the shader from a Color4 array.
  83095. * @param name Define the name of the uniform as defined in the shader
  83096. * @param value Define the value to give to the uniform
  83097. * @return the material itself allowing "fluent" like uniform updates
  83098. */
  83099. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  83100. /**
  83101. * Set a vec2 in the shader from a Vector2.
  83102. * @param name Define the name of the uniform as defined in the shader
  83103. * @param value Define the value to give to the uniform
  83104. * @return the material itself allowing "fluent" like uniform updates
  83105. */
  83106. setVector2(name: string, value: Vector2): ShaderMaterial;
  83107. /**
  83108. * Set a vec3 in the shader from a Vector3.
  83109. * @param name Define the name of the uniform as defined in the shader
  83110. * @param value Define the value to give to the uniform
  83111. * @return the material itself allowing "fluent" like uniform updates
  83112. */
  83113. setVector3(name: string, value: Vector3): ShaderMaterial;
  83114. /**
  83115. * Set a vec4 in the shader from a Vector4.
  83116. * @param name Define the name of the uniform as defined in the shader
  83117. * @param value Define the value to give to the uniform
  83118. * @return the material itself allowing "fluent" like uniform updates
  83119. */
  83120. setVector4(name: string, value: Vector4): ShaderMaterial;
  83121. /**
  83122. * Set a mat4 in the shader from a Matrix.
  83123. * @param name Define the name of the uniform as defined in the shader
  83124. * @param value Define the value to give to the uniform
  83125. * @return the material itself allowing "fluent" like uniform updates
  83126. */
  83127. setMatrix(name: string, value: Matrix): ShaderMaterial;
  83128. /**
  83129. * Set a mat3 in the shader from a Float32Array.
  83130. * @param name Define the name of the uniform as defined in the shader
  83131. * @param value Define the value to give to the uniform
  83132. * @return the material itself allowing "fluent" like uniform updates
  83133. */
  83134. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  83135. /**
  83136. * Set a mat2 in the shader from a Float32Array.
  83137. * @param name Define the name of the uniform as defined in the shader
  83138. * @param value Define the value to give to the uniform
  83139. * @return the material itself allowing "fluent" like uniform updates
  83140. */
  83141. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  83142. /**
  83143. * Set a vec2 array in the shader from a number array.
  83144. * @param name Define the name of the uniform as defined in the shader
  83145. * @param value Define the value to give to the uniform
  83146. * @return the material itself allowing "fluent" like uniform updates
  83147. */
  83148. setArray2(name: string, value: number[]): ShaderMaterial;
  83149. /**
  83150. * Set a vec3 array in the shader from a number array.
  83151. * @param name Define the name of the uniform as defined in the shader
  83152. * @param value Define the value to give to the uniform
  83153. * @return the material itself allowing "fluent" like uniform updates
  83154. */
  83155. setArray3(name: string, value: number[]): ShaderMaterial;
  83156. /**
  83157. * Set a vec4 array in the shader from a number array.
  83158. * @param name Define the name of the uniform as defined in the shader
  83159. * @param value Define the value to give to the uniform
  83160. * @return the material itself allowing "fluent" like uniform updates
  83161. */
  83162. setArray4(name: string, value: number[]): ShaderMaterial;
  83163. private _checkCache;
  83164. /**
  83165. * Specifies that the submesh is ready to be used
  83166. * @param mesh defines the mesh to check
  83167. * @param subMesh defines which submesh to check
  83168. * @param useInstances specifies that instances should be used
  83169. * @returns a boolean indicating that the submesh is ready or not
  83170. */
  83171. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83172. /**
  83173. * Checks if the material is ready to render the requested mesh
  83174. * @param mesh Define the mesh to render
  83175. * @param useInstances Define whether or not the material is used with instances
  83176. * @returns true if ready, otherwise false
  83177. */
  83178. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83179. /**
  83180. * Binds the world matrix to the material
  83181. * @param world defines the world transformation matrix
  83182. */
  83183. bindOnlyWorldMatrix(world: Matrix): void;
  83184. /**
  83185. * Binds the material to the mesh
  83186. * @param world defines the world transformation matrix
  83187. * @param mesh defines the mesh to bind the material to
  83188. */
  83189. bind(world: Matrix, mesh?: Mesh): void;
  83190. /**
  83191. * Gets the active textures from the material
  83192. * @returns an array of textures
  83193. */
  83194. getActiveTextures(): BaseTexture[];
  83195. /**
  83196. * Specifies if the material uses a texture
  83197. * @param texture defines the texture to check against the material
  83198. * @returns a boolean specifying if the material uses the texture
  83199. */
  83200. hasTexture(texture: BaseTexture): boolean;
  83201. /**
  83202. * Makes a duplicate of the material, and gives it a new name
  83203. * @param name defines the new name for the duplicated material
  83204. * @returns the cloned material
  83205. */
  83206. clone(name: string): ShaderMaterial;
  83207. /**
  83208. * Disposes the material
  83209. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  83210. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  83211. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  83212. */
  83213. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  83214. /**
  83215. * Serializes this material in a JSON representation
  83216. * @returns the serialized material object
  83217. */
  83218. serialize(): any;
  83219. /**
  83220. * Creates a shader material from parsed shader material data
  83221. * @param source defines the JSON represnetation of the material
  83222. * @param scene defines the hosting scene
  83223. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  83224. * @returns a new material
  83225. */
  83226. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  83227. }
  83228. }
  83229. declare module BABYLON {
  83230. /** @hidden */
  83231. export var colorPixelShader: {
  83232. name: string;
  83233. shader: string;
  83234. };
  83235. }
  83236. declare module BABYLON {
  83237. /** @hidden */
  83238. export var colorVertexShader: {
  83239. name: string;
  83240. shader: string;
  83241. };
  83242. }
  83243. declare module BABYLON {
  83244. /**
  83245. * Line mesh
  83246. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  83247. */
  83248. export class LinesMesh extends Mesh {
  83249. /**
  83250. * If vertex color should be applied to the mesh
  83251. */
  83252. readonly useVertexColor?: boolean | undefined;
  83253. /**
  83254. * If vertex alpha should be applied to the mesh
  83255. */
  83256. readonly useVertexAlpha?: boolean | undefined;
  83257. /**
  83258. * Color of the line (Default: White)
  83259. */
  83260. color: Color3;
  83261. /**
  83262. * Alpha of the line (Default: 1)
  83263. */
  83264. alpha: number;
  83265. /**
  83266. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83267. * This margin is expressed in world space coordinates, so its value may vary.
  83268. * Default value is 0.1
  83269. */
  83270. intersectionThreshold: number;
  83271. private _colorShader;
  83272. private color4;
  83273. /**
  83274. * Creates a new LinesMesh
  83275. * @param name defines the name
  83276. * @param scene defines the hosting scene
  83277. * @param parent defines the parent mesh if any
  83278. * @param source defines the optional source LinesMesh used to clone data from
  83279. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  83280. * When false, achieved by calling a clone(), also passing False.
  83281. * This will make creation of children, recursive.
  83282. * @param useVertexColor defines if this LinesMesh supports vertex color
  83283. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  83284. */
  83285. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  83286. /**
  83287. * If vertex color should be applied to the mesh
  83288. */
  83289. useVertexColor?: boolean | undefined,
  83290. /**
  83291. * If vertex alpha should be applied to the mesh
  83292. */
  83293. useVertexAlpha?: boolean | undefined);
  83294. private _addClipPlaneDefine;
  83295. private _removeClipPlaneDefine;
  83296. isReady(): boolean;
  83297. /**
  83298. * Returns the string "LineMesh"
  83299. */
  83300. getClassName(): string;
  83301. /**
  83302. * @hidden
  83303. */
  83304. /**
  83305. * @hidden
  83306. */
  83307. material: Material;
  83308. /**
  83309. * @hidden
  83310. */
  83311. readonly checkCollisions: boolean;
  83312. /** @hidden */
  83313. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  83314. /** @hidden */
  83315. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  83316. /**
  83317. * Disposes of the line mesh
  83318. * @param doNotRecurse If children should be disposed
  83319. */
  83320. dispose(doNotRecurse?: boolean): void;
  83321. /**
  83322. * Returns a new LineMesh object cloned from the current one.
  83323. */
  83324. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  83325. /**
  83326. * Creates a new InstancedLinesMesh object from the mesh model.
  83327. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  83328. * @param name defines the name of the new instance
  83329. * @returns a new InstancedLinesMesh
  83330. */
  83331. createInstance(name: string): InstancedLinesMesh;
  83332. }
  83333. /**
  83334. * Creates an instance based on a source LinesMesh
  83335. */
  83336. export class InstancedLinesMesh extends InstancedMesh {
  83337. /**
  83338. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83339. * This margin is expressed in world space coordinates, so its value may vary.
  83340. * Initilized with the intersectionThreshold value of the source LinesMesh
  83341. */
  83342. intersectionThreshold: number;
  83343. constructor(name: string, source: LinesMesh);
  83344. /**
  83345. * Returns the string "InstancedLinesMesh".
  83346. */
  83347. getClassName(): string;
  83348. }
  83349. }
  83350. declare module BABYLON {
  83351. /** @hidden */
  83352. export var linePixelShader: {
  83353. name: string;
  83354. shader: string;
  83355. };
  83356. }
  83357. declare module BABYLON {
  83358. /** @hidden */
  83359. export var lineVertexShader: {
  83360. name: string;
  83361. shader: string;
  83362. };
  83363. }
  83364. declare module BABYLON {
  83365. interface AbstractMesh {
  83366. /**
  83367. * Gets the edgesRenderer associated with the mesh
  83368. */
  83369. edgesRenderer: Nullable<EdgesRenderer>;
  83370. }
  83371. interface LinesMesh {
  83372. /**
  83373. * Enables the edge rendering mode on the mesh.
  83374. * This mode makes the mesh edges visible
  83375. * @param epsilon defines the maximal distance between two angles to detect a face
  83376. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83377. * @returns the currentAbstractMesh
  83378. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83379. */
  83380. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  83381. }
  83382. interface InstancedLinesMesh {
  83383. /**
  83384. * Enables the edge rendering mode on the mesh.
  83385. * This mode makes the mesh edges visible
  83386. * @param epsilon defines the maximal distance between two angles to detect a face
  83387. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83388. * @returns the current InstancedLinesMesh
  83389. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83390. */
  83391. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  83392. }
  83393. /**
  83394. * Defines the minimum contract an Edges renderer should follow.
  83395. */
  83396. export interface IEdgesRenderer extends IDisposable {
  83397. /**
  83398. * Gets or sets a boolean indicating if the edgesRenderer is active
  83399. */
  83400. isEnabled: boolean;
  83401. /**
  83402. * Renders the edges of the attached mesh,
  83403. */
  83404. render(): void;
  83405. /**
  83406. * Checks wether or not the edges renderer is ready to render.
  83407. * @return true if ready, otherwise false.
  83408. */
  83409. isReady(): boolean;
  83410. }
  83411. /**
  83412. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  83413. */
  83414. export class EdgesRenderer implements IEdgesRenderer {
  83415. /**
  83416. * Define the size of the edges with an orthographic camera
  83417. */
  83418. edgesWidthScalerForOrthographic: number;
  83419. /**
  83420. * Define the size of the edges with a perspective camera
  83421. */
  83422. edgesWidthScalerForPerspective: number;
  83423. protected _source: AbstractMesh;
  83424. protected _linesPositions: number[];
  83425. protected _linesNormals: number[];
  83426. protected _linesIndices: number[];
  83427. protected _epsilon: number;
  83428. protected _indicesCount: number;
  83429. protected _lineShader: ShaderMaterial;
  83430. protected _ib: DataBuffer;
  83431. protected _buffers: {
  83432. [key: string]: Nullable<VertexBuffer>;
  83433. };
  83434. protected _checkVerticesInsteadOfIndices: boolean;
  83435. private _meshRebuildObserver;
  83436. private _meshDisposeObserver;
  83437. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  83438. isEnabled: boolean;
  83439. /**
  83440. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  83441. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  83442. * @param source Mesh used to create edges
  83443. * @param epsilon sum of angles in adjacency to check for edge
  83444. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  83445. * @param generateEdgesLines - should generate Lines or only prepare resources.
  83446. */
  83447. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  83448. protected _prepareRessources(): void;
  83449. /** @hidden */
  83450. _rebuild(): void;
  83451. /**
  83452. * Releases the required resources for the edges renderer
  83453. */
  83454. dispose(): void;
  83455. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  83456. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  83457. /**
  83458. * Checks if the pair of p0 and p1 is en edge
  83459. * @param faceIndex
  83460. * @param edge
  83461. * @param faceNormals
  83462. * @param p0
  83463. * @param p1
  83464. * @private
  83465. */
  83466. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  83467. /**
  83468. * push line into the position, normal and index buffer
  83469. * @protected
  83470. */
  83471. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  83472. /**
  83473. * Generates lines edges from adjacencjes
  83474. * @private
  83475. */
  83476. _generateEdgesLines(): void;
  83477. /**
  83478. * Checks wether or not the edges renderer is ready to render.
  83479. * @return true if ready, otherwise false.
  83480. */
  83481. isReady(): boolean;
  83482. /**
  83483. * Renders the edges of the attached mesh,
  83484. */
  83485. render(): void;
  83486. }
  83487. /**
  83488. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  83489. */
  83490. export class LineEdgesRenderer extends EdgesRenderer {
  83491. /**
  83492. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  83493. * @param source LineMesh used to generate edges
  83494. * @param epsilon not important (specified angle for edge detection)
  83495. * @param checkVerticesInsteadOfIndices not important for LineMesh
  83496. */
  83497. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  83498. /**
  83499. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  83500. */
  83501. _generateEdgesLines(): void;
  83502. }
  83503. }
  83504. declare module BABYLON {
  83505. /**
  83506. * This represents the object necessary to create a rendering group.
  83507. * This is exclusively used and created by the rendering manager.
  83508. * To modify the behavior, you use the available helpers in your scene or meshes.
  83509. * @hidden
  83510. */
  83511. export class RenderingGroup {
  83512. index: number;
  83513. private static _zeroVector;
  83514. private _scene;
  83515. private _opaqueSubMeshes;
  83516. private _transparentSubMeshes;
  83517. private _alphaTestSubMeshes;
  83518. private _depthOnlySubMeshes;
  83519. private _particleSystems;
  83520. private _spriteManagers;
  83521. private _opaqueSortCompareFn;
  83522. private _alphaTestSortCompareFn;
  83523. private _transparentSortCompareFn;
  83524. private _renderOpaque;
  83525. private _renderAlphaTest;
  83526. private _renderTransparent;
  83527. /** @hidden */
  83528. _edgesRenderers: SmartArray<IEdgesRenderer>;
  83529. onBeforeTransparentRendering: () => void;
  83530. /**
  83531. * Set the opaque sort comparison function.
  83532. * If null the sub meshes will be render in the order they were created
  83533. */
  83534. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83535. /**
  83536. * Set the alpha test sort comparison function.
  83537. * If null the sub meshes will be render in the order they were created
  83538. */
  83539. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83540. /**
  83541. * Set the transparent sort comparison function.
  83542. * If null the sub meshes will be render in the order they were created
  83543. */
  83544. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83545. /**
  83546. * Creates a new rendering group.
  83547. * @param index The rendering group index
  83548. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  83549. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  83550. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  83551. */
  83552. 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>);
  83553. /**
  83554. * Render all the sub meshes contained in the group.
  83555. * @param customRenderFunction Used to override the default render behaviour of the group.
  83556. * @returns true if rendered some submeshes.
  83557. */
  83558. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  83559. /**
  83560. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  83561. * @param subMeshes The submeshes to render
  83562. */
  83563. private renderOpaqueSorted;
  83564. /**
  83565. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  83566. * @param subMeshes The submeshes to render
  83567. */
  83568. private renderAlphaTestSorted;
  83569. /**
  83570. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  83571. * @param subMeshes The submeshes to render
  83572. */
  83573. private renderTransparentSorted;
  83574. /**
  83575. * Renders the submeshes in a specified order.
  83576. * @param subMeshes The submeshes to sort before render
  83577. * @param sortCompareFn The comparison function use to sort
  83578. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  83579. * @param transparent Specifies to activate blending if true
  83580. */
  83581. private static renderSorted;
  83582. /**
  83583. * Renders the submeshes in the order they were dispatched (no sort applied).
  83584. * @param subMeshes The submeshes to render
  83585. */
  83586. private static renderUnsorted;
  83587. /**
  83588. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83589. * are rendered back to front if in the same alpha index.
  83590. *
  83591. * @param a The first submesh
  83592. * @param b The second submesh
  83593. * @returns The result of the comparison
  83594. */
  83595. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  83596. /**
  83597. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83598. * are rendered back to front.
  83599. *
  83600. * @param a The first submesh
  83601. * @param b The second submesh
  83602. * @returns The result of the comparison
  83603. */
  83604. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  83605. /**
  83606. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83607. * are rendered front to back (prevent overdraw).
  83608. *
  83609. * @param a The first submesh
  83610. * @param b The second submesh
  83611. * @returns The result of the comparison
  83612. */
  83613. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83614. /**
  83615. * Resets the different lists of submeshes to prepare a new frame.
  83616. */
  83617. prepare(): void;
  83618. dispose(): void;
  83619. /**
  83620. * Inserts the submesh in its correct queue depending on its material.
  83621. * @param subMesh The submesh to dispatch
  83622. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83623. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83624. */
  83625. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83626. dispatchSprites(spriteManager: ISpriteManager): void;
  83627. dispatchParticles(particleSystem: IParticleSystem): void;
  83628. private _renderParticles;
  83629. private _renderSprites;
  83630. }
  83631. }
  83632. declare module BABYLON {
  83633. /**
  83634. * Interface describing the different options available in the rendering manager
  83635. * regarding Auto Clear between groups.
  83636. */
  83637. export interface IRenderingManagerAutoClearSetup {
  83638. /**
  83639. * Defines whether or not autoclear is enable.
  83640. */
  83641. autoClear: boolean;
  83642. /**
  83643. * Defines whether or not to autoclear the depth buffer.
  83644. */
  83645. depth: boolean;
  83646. /**
  83647. * Defines whether or not to autoclear the stencil buffer.
  83648. */
  83649. stencil: boolean;
  83650. }
  83651. /**
  83652. * This class is used by the onRenderingGroupObservable
  83653. */
  83654. export class RenderingGroupInfo {
  83655. /**
  83656. * The Scene that being rendered
  83657. */
  83658. scene: Scene;
  83659. /**
  83660. * The camera currently used for the rendering pass
  83661. */
  83662. camera: Nullable<Camera>;
  83663. /**
  83664. * The ID of the renderingGroup being processed
  83665. */
  83666. renderingGroupId: number;
  83667. }
  83668. /**
  83669. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83670. * It is enable to manage the different groups as well as the different necessary sort functions.
  83671. * This should not be used directly aside of the few static configurations
  83672. */
  83673. export class RenderingManager {
  83674. /**
  83675. * The max id used for rendering groups (not included)
  83676. */
  83677. static MAX_RENDERINGGROUPS: number;
  83678. /**
  83679. * The min id used for rendering groups (included)
  83680. */
  83681. static MIN_RENDERINGGROUPS: number;
  83682. /**
  83683. * Used to globally prevent autoclearing scenes.
  83684. */
  83685. static AUTOCLEAR: boolean;
  83686. /**
  83687. * @hidden
  83688. */
  83689. _useSceneAutoClearSetup: boolean;
  83690. private _scene;
  83691. private _renderingGroups;
  83692. private _depthStencilBufferAlreadyCleaned;
  83693. private _autoClearDepthStencil;
  83694. private _customOpaqueSortCompareFn;
  83695. private _customAlphaTestSortCompareFn;
  83696. private _customTransparentSortCompareFn;
  83697. private _renderingGroupInfo;
  83698. /**
  83699. * Instantiates a new rendering group for a particular scene
  83700. * @param scene Defines the scene the groups belongs to
  83701. */
  83702. constructor(scene: Scene);
  83703. private _clearDepthStencilBuffer;
  83704. /**
  83705. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  83706. * @hidden
  83707. */
  83708. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  83709. /**
  83710. * Resets the different information of the group to prepare a new frame
  83711. * @hidden
  83712. */
  83713. reset(): void;
  83714. /**
  83715. * Dispose and release the group and its associated resources.
  83716. * @hidden
  83717. */
  83718. dispose(): void;
  83719. /**
  83720. * Clear the info related to rendering groups preventing retention points during dispose.
  83721. */
  83722. freeRenderingGroups(): void;
  83723. private _prepareRenderingGroup;
  83724. /**
  83725. * Add a sprite manager to the rendering manager in order to render it this frame.
  83726. * @param spriteManager Define the sprite manager to render
  83727. */
  83728. dispatchSprites(spriteManager: ISpriteManager): void;
  83729. /**
  83730. * Add a particle system to the rendering manager in order to render it this frame.
  83731. * @param particleSystem Define the particle system to render
  83732. */
  83733. dispatchParticles(particleSystem: IParticleSystem): void;
  83734. /**
  83735. * Add a submesh to the manager in order to render it this frame
  83736. * @param subMesh The submesh to dispatch
  83737. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83738. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83739. */
  83740. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83741. /**
  83742. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83743. * This allowed control for front to back rendering or reversly depending of the special needs.
  83744. *
  83745. * @param renderingGroupId The rendering group id corresponding to its index
  83746. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83747. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83748. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83749. */
  83750. 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;
  83751. /**
  83752. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83753. *
  83754. * @param renderingGroupId The rendering group id corresponding to its index
  83755. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83756. * @param depth Automatically clears depth between groups if true and autoClear is true.
  83757. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  83758. */
  83759. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  83760. /**
  83761. * Gets the current auto clear configuration for one rendering group of the rendering
  83762. * manager.
  83763. * @param index the rendering group index to get the information for
  83764. * @returns The auto clear setup for the requested rendering group
  83765. */
  83766. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  83767. }
  83768. }
  83769. declare module BABYLON {
  83770. /**
  83771. * This Helps creating a texture that will be created from a camera in your scene.
  83772. * It is basically a dynamic texture that could be used to create special effects for instance.
  83773. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  83774. */
  83775. export class RenderTargetTexture extends Texture {
  83776. isCube: boolean;
  83777. /**
  83778. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  83779. */
  83780. static readonly REFRESHRATE_RENDER_ONCE: number;
  83781. /**
  83782. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  83783. */
  83784. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  83785. /**
  83786. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  83787. * the central point of your effect and can save a lot of performances.
  83788. */
  83789. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  83790. /**
  83791. * Use this predicate to dynamically define the list of mesh you want to render.
  83792. * If set, the renderList property will be overwritten.
  83793. */
  83794. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  83795. private _renderList;
  83796. /**
  83797. * Use this list to define the list of mesh you want to render.
  83798. */
  83799. renderList: Nullable<Array<AbstractMesh>>;
  83800. private _hookArray;
  83801. /**
  83802. * Define if particles should be rendered in your texture.
  83803. */
  83804. renderParticles: boolean;
  83805. /**
  83806. * Define if sprites should be rendered in your texture.
  83807. */
  83808. renderSprites: boolean;
  83809. /**
  83810. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  83811. */
  83812. coordinatesMode: number;
  83813. /**
  83814. * Define the camera used to render the texture.
  83815. */
  83816. activeCamera: Nullable<Camera>;
  83817. /**
  83818. * Override the render function of the texture with your own one.
  83819. */
  83820. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  83821. /**
  83822. * Define if camera post processes should be use while rendering the texture.
  83823. */
  83824. useCameraPostProcesses: boolean;
  83825. /**
  83826. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  83827. */
  83828. ignoreCameraViewport: boolean;
  83829. private _postProcessManager;
  83830. private _postProcesses;
  83831. private _resizeObserver;
  83832. /**
  83833. * An event triggered when the texture is unbind.
  83834. */
  83835. onBeforeBindObservable: Observable<RenderTargetTexture>;
  83836. /**
  83837. * An event triggered when the texture is unbind.
  83838. */
  83839. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  83840. private _onAfterUnbindObserver;
  83841. /**
  83842. * Set a after unbind callback in the texture.
  83843. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  83844. */
  83845. onAfterUnbind: () => void;
  83846. /**
  83847. * An event triggered before rendering the texture
  83848. */
  83849. onBeforeRenderObservable: Observable<number>;
  83850. private _onBeforeRenderObserver;
  83851. /**
  83852. * Set a before render callback in the texture.
  83853. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  83854. */
  83855. onBeforeRender: (faceIndex: number) => void;
  83856. /**
  83857. * An event triggered after rendering the texture
  83858. */
  83859. onAfterRenderObservable: Observable<number>;
  83860. private _onAfterRenderObserver;
  83861. /**
  83862. * Set a after render callback in the texture.
  83863. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  83864. */
  83865. onAfterRender: (faceIndex: number) => void;
  83866. /**
  83867. * An event triggered after the texture clear
  83868. */
  83869. onClearObservable: Observable<Engine>;
  83870. private _onClearObserver;
  83871. /**
  83872. * Set a clear callback in the texture.
  83873. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  83874. */
  83875. onClear: (Engine: Engine) => void;
  83876. /**
  83877. * An event triggered when the texture is resized.
  83878. */
  83879. onResizeObservable: Observable<RenderTargetTexture>;
  83880. /**
  83881. * Define the clear color of the Render Target if it should be different from the scene.
  83882. */
  83883. clearColor: Color4;
  83884. protected _size: number | {
  83885. width: number;
  83886. height: number;
  83887. };
  83888. protected _initialSizeParameter: number | {
  83889. width: number;
  83890. height: number;
  83891. } | {
  83892. ratio: number;
  83893. };
  83894. protected _sizeRatio: Nullable<number>;
  83895. /** @hidden */
  83896. _generateMipMaps: boolean;
  83897. protected _renderingManager: RenderingManager;
  83898. /** @hidden */
  83899. _waitingRenderList: string[];
  83900. protected _doNotChangeAspectRatio: boolean;
  83901. protected _currentRefreshId: number;
  83902. protected _refreshRate: number;
  83903. protected _textureMatrix: Matrix;
  83904. protected _samples: number;
  83905. protected _renderTargetOptions: RenderTargetCreationOptions;
  83906. /**
  83907. * Gets render target creation options that were used.
  83908. */
  83909. readonly renderTargetOptions: RenderTargetCreationOptions;
  83910. protected _engine: Engine;
  83911. protected _onRatioRescale(): void;
  83912. /**
  83913. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  83914. * It must define where the camera used to render the texture is set
  83915. */
  83916. boundingBoxPosition: Vector3;
  83917. private _boundingBoxSize;
  83918. /**
  83919. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  83920. * When defined, the cubemap will switch to local mode
  83921. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  83922. * @example https://www.babylonjs-playground.com/#RNASML
  83923. */
  83924. boundingBoxSize: Vector3;
  83925. /**
  83926. * In case the RTT has been created with a depth texture, get the associated
  83927. * depth texture.
  83928. * Otherwise, return null.
  83929. */
  83930. depthStencilTexture: Nullable<InternalTexture>;
  83931. /**
  83932. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  83933. * or used a shadow, depth texture...
  83934. * @param name The friendly name of the texture
  83935. * @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)
  83936. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  83937. * @param generateMipMaps True if mip maps need to be generated after render.
  83938. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  83939. * @param type The type of the buffer in the RTT (int, half float, float...)
  83940. * @param isCube True if a cube texture needs to be created
  83941. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  83942. * @param generateDepthBuffer True to generate a depth buffer
  83943. * @param generateStencilBuffer True to generate a stencil buffer
  83944. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  83945. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  83946. * @param delayAllocation if the texture allocation should be delayed (default: false)
  83947. */
  83948. constructor(name: string, size: number | {
  83949. width: number;
  83950. height: number;
  83951. } | {
  83952. ratio: number;
  83953. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  83954. /**
  83955. * Creates a depth stencil texture.
  83956. * This is only available in WebGL 2 or with the depth texture extension available.
  83957. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  83958. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  83959. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  83960. */
  83961. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  83962. private _processSizeParameter;
  83963. /**
  83964. * Define the number of samples to use in case of MSAA.
  83965. * It defaults to one meaning no MSAA has been enabled.
  83966. */
  83967. samples: number;
  83968. /**
  83969. * Resets the refresh counter of the texture and start bak from scratch.
  83970. * Could be useful to regenerate the texture if it is setup to render only once.
  83971. */
  83972. resetRefreshCounter(): void;
  83973. /**
  83974. * Define the refresh rate of the texture or the rendering frequency.
  83975. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83976. */
  83977. refreshRate: number;
  83978. /**
  83979. * Adds a post process to the render target rendering passes.
  83980. * @param postProcess define the post process to add
  83981. */
  83982. addPostProcess(postProcess: PostProcess): void;
  83983. /**
  83984. * Clear all the post processes attached to the render target
  83985. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  83986. */
  83987. clearPostProcesses(dispose?: boolean): void;
  83988. /**
  83989. * Remove one of the post process from the list of attached post processes to the texture
  83990. * @param postProcess define the post process to remove from the list
  83991. */
  83992. removePostProcess(postProcess: PostProcess): void;
  83993. /** @hidden */
  83994. _shouldRender(): boolean;
  83995. /**
  83996. * Gets the actual render size of the texture.
  83997. * @returns the width of the render size
  83998. */
  83999. getRenderSize(): number;
  84000. /**
  84001. * Gets the actual render width of the texture.
  84002. * @returns the width of the render size
  84003. */
  84004. getRenderWidth(): number;
  84005. /**
  84006. * Gets the actual render height of the texture.
  84007. * @returns the height of the render size
  84008. */
  84009. getRenderHeight(): number;
  84010. /**
  84011. * Get if the texture can be rescaled or not.
  84012. */
  84013. readonly canRescale: boolean;
  84014. /**
  84015. * Resize the texture using a ratio.
  84016. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  84017. */
  84018. scale(ratio: number): void;
  84019. /**
  84020. * Get the texture reflection matrix used to rotate/transform the reflection.
  84021. * @returns the reflection matrix
  84022. */
  84023. getReflectionTextureMatrix(): Matrix;
  84024. /**
  84025. * Resize the texture to a new desired size.
  84026. * Be carrefull as it will recreate all the data in the new texture.
  84027. * @param size Define the new size. It can be:
  84028. * - a number for squared texture,
  84029. * - an object containing { width: number, height: number }
  84030. * - or an object containing a ratio { ratio: number }
  84031. */
  84032. resize(size: number | {
  84033. width: number;
  84034. height: number;
  84035. } | {
  84036. ratio: number;
  84037. }): void;
  84038. /**
  84039. * Renders all the objects from the render list into the texture.
  84040. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  84041. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  84042. */
  84043. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  84044. private _bestReflectionRenderTargetDimension;
  84045. /**
  84046. * @hidden
  84047. * @param faceIndex face index to bind to if this is a cubetexture
  84048. */
  84049. _bindFrameBuffer(faceIndex?: number): void;
  84050. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  84051. private renderToTarget;
  84052. /**
  84053. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84054. * This allowed control for front to back rendering or reversly depending of the special needs.
  84055. *
  84056. * @param renderingGroupId The rendering group id corresponding to its index
  84057. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84058. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84059. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84060. */
  84061. 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;
  84062. /**
  84063. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84064. *
  84065. * @param renderingGroupId The rendering group id corresponding to its index
  84066. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84067. */
  84068. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  84069. /**
  84070. * Clones the texture.
  84071. * @returns the cloned texture
  84072. */
  84073. clone(): RenderTargetTexture;
  84074. /**
  84075. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84076. * @returns The JSON representation of the texture
  84077. */
  84078. serialize(): any;
  84079. /**
  84080. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  84081. */
  84082. disposeFramebufferObjects(): void;
  84083. /**
  84084. * Dispose the texture and release its associated resources.
  84085. */
  84086. dispose(): void;
  84087. /** @hidden */
  84088. _rebuild(): void;
  84089. /**
  84090. * Clear the info related to rendering groups preventing retention point in material dispose.
  84091. */
  84092. freeRenderingGroups(): void;
  84093. /**
  84094. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  84095. * @returns the view count
  84096. */
  84097. getViewCount(): number;
  84098. }
  84099. }
  84100. declare module BABYLON {
  84101. /**
  84102. * Base class for the main features of a material in Babylon.js
  84103. */
  84104. export class Material implements IAnimatable {
  84105. /**
  84106. * Returns the triangle fill mode
  84107. */
  84108. static readonly TriangleFillMode: number;
  84109. /**
  84110. * Returns the wireframe mode
  84111. */
  84112. static readonly WireFrameFillMode: number;
  84113. /**
  84114. * Returns the point fill mode
  84115. */
  84116. static readonly PointFillMode: number;
  84117. /**
  84118. * Returns the point list draw mode
  84119. */
  84120. static readonly PointListDrawMode: number;
  84121. /**
  84122. * Returns the line list draw mode
  84123. */
  84124. static readonly LineListDrawMode: number;
  84125. /**
  84126. * Returns the line loop draw mode
  84127. */
  84128. static readonly LineLoopDrawMode: number;
  84129. /**
  84130. * Returns the line strip draw mode
  84131. */
  84132. static readonly LineStripDrawMode: number;
  84133. /**
  84134. * Returns the triangle strip draw mode
  84135. */
  84136. static readonly TriangleStripDrawMode: number;
  84137. /**
  84138. * Returns the triangle fan draw mode
  84139. */
  84140. static readonly TriangleFanDrawMode: number;
  84141. /**
  84142. * Stores the clock-wise side orientation
  84143. */
  84144. static readonly ClockWiseSideOrientation: number;
  84145. /**
  84146. * Stores the counter clock-wise side orientation
  84147. */
  84148. static readonly CounterClockWiseSideOrientation: number;
  84149. /**
  84150. * The dirty texture flag value
  84151. */
  84152. static readonly TextureDirtyFlag: number;
  84153. /**
  84154. * The dirty light flag value
  84155. */
  84156. static readonly LightDirtyFlag: number;
  84157. /**
  84158. * The dirty fresnel flag value
  84159. */
  84160. static readonly FresnelDirtyFlag: number;
  84161. /**
  84162. * The dirty attribute flag value
  84163. */
  84164. static readonly AttributesDirtyFlag: number;
  84165. /**
  84166. * The dirty misc flag value
  84167. */
  84168. static readonly MiscDirtyFlag: number;
  84169. /**
  84170. * The all dirty flag value
  84171. */
  84172. static readonly AllDirtyFlag: number;
  84173. /**
  84174. * The ID of the material
  84175. */
  84176. id: string;
  84177. /**
  84178. * Gets or sets the unique id of the material
  84179. */
  84180. uniqueId: number;
  84181. /**
  84182. * The name of the material
  84183. */
  84184. name: string;
  84185. /**
  84186. * Gets or sets user defined metadata
  84187. */
  84188. metadata: any;
  84189. /**
  84190. * For internal use only. Please do not use.
  84191. */
  84192. reservedDataStore: any;
  84193. /**
  84194. * Specifies if the ready state should be checked on each call
  84195. */
  84196. checkReadyOnEveryCall: boolean;
  84197. /**
  84198. * Specifies if the ready state should be checked once
  84199. */
  84200. checkReadyOnlyOnce: boolean;
  84201. /**
  84202. * The state of the material
  84203. */
  84204. state: string;
  84205. /**
  84206. * The alpha value of the material
  84207. */
  84208. protected _alpha: number;
  84209. /**
  84210. * List of inspectable custom properties (used by the Inspector)
  84211. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84212. */
  84213. inspectableCustomProperties: IInspectable[];
  84214. /**
  84215. * Sets the alpha value of the material
  84216. */
  84217. /**
  84218. * Gets the alpha value of the material
  84219. */
  84220. alpha: number;
  84221. /**
  84222. * Specifies if back face culling is enabled
  84223. */
  84224. protected _backFaceCulling: boolean;
  84225. /**
  84226. * Sets the back-face culling state
  84227. */
  84228. /**
  84229. * Gets the back-face culling state
  84230. */
  84231. backFaceCulling: boolean;
  84232. /**
  84233. * Stores the value for side orientation
  84234. */
  84235. sideOrientation: number;
  84236. /**
  84237. * Callback triggered when the material is compiled
  84238. */
  84239. onCompiled: Nullable<(effect: Effect) => void>;
  84240. /**
  84241. * Callback triggered when an error occurs
  84242. */
  84243. onError: Nullable<(effect: Effect, errors: string) => void>;
  84244. /**
  84245. * Callback triggered to get the render target textures
  84246. */
  84247. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  84248. /**
  84249. * Gets a boolean indicating that current material needs to register RTT
  84250. */
  84251. readonly hasRenderTargetTextures: boolean;
  84252. /**
  84253. * Specifies if the material should be serialized
  84254. */
  84255. doNotSerialize: boolean;
  84256. /**
  84257. * @hidden
  84258. */
  84259. _storeEffectOnSubMeshes: boolean;
  84260. /**
  84261. * Stores the animations for the material
  84262. */
  84263. animations: Nullable<Array<Animation>>;
  84264. /**
  84265. * An event triggered when the material is disposed
  84266. */
  84267. onDisposeObservable: Observable<Material>;
  84268. /**
  84269. * An observer which watches for dispose events
  84270. */
  84271. private _onDisposeObserver;
  84272. private _onUnBindObservable;
  84273. /**
  84274. * Called during a dispose event
  84275. */
  84276. onDispose: () => void;
  84277. private _onBindObservable;
  84278. /**
  84279. * An event triggered when the material is bound
  84280. */
  84281. readonly onBindObservable: Observable<AbstractMesh>;
  84282. /**
  84283. * An observer which watches for bind events
  84284. */
  84285. private _onBindObserver;
  84286. /**
  84287. * Called during a bind event
  84288. */
  84289. onBind: (Mesh: AbstractMesh) => void;
  84290. /**
  84291. * An event triggered when the material is unbound
  84292. */
  84293. readonly onUnBindObservable: Observable<Material>;
  84294. /**
  84295. * Stores the value of the alpha mode
  84296. */
  84297. private _alphaMode;
  84298. /**
  84299. * Sets the value of the alpha mode.
  84300. *
  84301. * | Value | Type | Description |
  84302. * | --- | --- | --- |
  84303. * | 0 | ALPHA_DISABLE | |
  84304. * | 1 | ALPHA_ADD | |
  84305. * | 2 | ALPHA_COMBINE | |
  84306. * | 3 | ALPHA_SUBTRACT | |
  84307. * | 4 | ALPHA_MULTIPLY | |
  84308. * | 5 | ALPHA_MAXIMIZED | |
  84309. * | 6 | ALPHA_ONEONE | |
  84310. * | 7 | ALPHA_PREMULTIPLIED | |
  84311. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  84312. * | 9 | ALPHA_INTERPOLATE | |
  84313. * | 10 | ALPHA_SCREENMODE | |
  84314. *
  84315. */
  84316. /**
  84317. * Gets the value of the alpha mode
  84318. */
  84319. alphaMode: number;
  84320. /**
  84321. * Stores the state of the need depth pre-pass value
  84322. */
  84323. private _needDepthPrePass;
  84324. /**
  84325. * Sets the need depth pre-pass value
  84326. */
  84327. /**
  84328. * Gets the depth pre-pass value
  84329. */
  84330. needDepthPrePass: boolean;
  84331. /**
  84332. * Specifies if depth writing should be disabled
  84333. */
  84334. disableDepthWrite: boolean;
  84335. /**
  84336. * Specifies if depth writing should be forced
  84337. */
  84338. forceDepthWrite: boolean;
  84339. /**
  84340. * Specifies if there should be a separate pass for culling
  84341. */
  84342. separateCullingPass: boolean;
  84343. /**
  84344. * Stores the state specifing if fog should be enabled
  84345. */
  84346. private _fogEnabled;
  84347. /**
  84348. * Sets the state for enabling fog
  84349. */
  84350. /**
  84351. * Gets the value of the fog enabled state
  84352. */
  84353. fogEnabled: boolean;
  84354. /**
  84355. * Stores the size of points
  84356. */
  84357. pointSize: number;
  84358. /**
  84359. * Stores the z offset value
  84360. */
  84361. zOffset: number;
  84362. /**
  84363. * Gets a value specifying if wireframe mode is enabled
  84364. */
  84365. /**
  84366. * Sets the state of wireframe mode
  84367. */
  84368. wireframe: boolean;
  84369. /**
  84370. * Gets the value specifying if point clouds are enabled
  84371. */
  84372. /**
  84373. * Sets the state of point cloud mode
  84374. */
  84375. pointsCloud: boolean;
  84376. /**
  84377. * Gets the material fill mode
  84378. */
  84379. /**
  84380. * Sets the material fill mode
  84381. */
  84382. fillMode: number;
  84383. /**
  84384. * @hidden
  84385. * Stores the effects for the material
  84386. */
  84387. _effect: Nullable<Effect>;
  84388. /**
  84389. * @hidden
  84390. * Specifies if the material was previously ready
  84391. */
  84392. _wasPreviouslyReady: boolean;
  84393. /**
  84394. * Specifies if uniform buffers should be used
  84395. */
  84396. private _useUBO;
  84397. /**
  84398. * Stores a reference to the scene
  84399. */
  84400. private _scene;
  84401. /**
  84402. * Stores the fill mode state
  84403. */
  84404. private _fillMode;
  84405. /**
  84406. * Specifies if the depth write state should be cached
  84407. */
  84408. private _cachedDepthWriteState;
  84409. /**
  84410. * Stores the uniform buffer
  84411. */
  84412. protected _uniformBuffer: UniformBuffer;
  84413. /** @hidden */
  84414. _indexInSceneMaterialArray: number;
  84415. /** @hidden */
  84416. meshMap: Nullable<{
  84417. [id: string]: AbstractMesh | undefined;
  84418. }>;
  84419. /**
  84420. * Creates a material instance
  84421. * @param name defines the name of the material
  84422. * @param scene defines the scene to reference
  84423. * @param doNotAdd specifies if the material should be added to the scene
  84424. */
  84425. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  84426. /**
  84427. * Returns a string representation of the current material
  84428. * @param fullDetails defines a boolean indicating which levels of logging is desired
  84429. * @returns a string with material information
  84430. */
  84431. toString(fullDetails?: boolean): string;
  84432. /**
  84433. * Gets the class name of the material
  84434. * @returns a string with the class name of the material
  84435. */
  84436. getClassName(): string;
  84437. /**
  84438. * Specifies if updates for the material been locked
  84439. */
  84440. readonly isFrozen: boolean;
  84441. /**
  84442. * Locks updates for the material
  84443. */
  84444. freeze(): void;
  84445. /**
  84446. * Unlocks updates for the material
  84447. */
  84448. unfreeze(): void;
  84449. /**
  84450. * Specifies if the material is ready to be used
  84451. * @param mesh defines the mesh to check
  84452. * @param useInstances specifies if instances should be used
  84453. * @returns a boolean indicating if the material is ready to be used
  84454. */
  84455. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84456. /**
  84457. * Specifies that the submesh is ready to be used
  84458. * @param mesh defines the mesh to check
  84459. * @param subMesh defines which submesh to check
  84460. * @param useInstances specifies that instances should be used
  84461. * @returns a boolean indicating that the submesh is ready or not
  84462. */
  84463. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84464. /**
  84465. * Returns the material effect
  84466. * @returns the effect associated with the material
  84467. */
  84468. getEffect(): Nullable<Effect>;
  84469. /**
  84470. * Returns the current scene
  84471. * @returns a Scene
  84472. */
  84473. getScene(): Scene;
  84474. /**
  84475. * Specifies if the material will require alpha blending
  84476. * @returns a boolean specifying if alpha blending is needed
  84477. */
  84478. needAlphaBlending(): boolean;
  84479. /**
  84480. * Specifies if the mesh will require alpha blending
  84481. * @param mesh defines the mesh to check
  84482. * @returns a boolean specifying if alpha blending is needed for the mesh
  84483. */
  84484. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  84485. /**
  84486. * Specifies if this material should be rendered in alpha test mode
  84487. * @returns a boolean specifying if an alpha test is needed.
  84488. */
  84489. needAlphaTesting(): boolean;
  84490. /**
  84491. * Gets the texture used for the alpha test
  84492. * @returns the texture to use for alpha testing
  84493. */
  84494. getAlphaTestTexture(): Nullable<BaseTexture>;
  84495. /**
  84496. * Marks the material to indicate that it needs to be re-calculated
  84497. */
  84498. markDirty(): void;
  84499. /** @hidden */
  84500. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  84501. /**
  84502. * Binds the material to the mesh
  84503. * @param world defines the world transformation matrix
  84504. * @param mesh defines the mesh to bind the material to
  84505. */
  84506. bind(world: Matrix, mesh?: Mesh): void;
  84507. /**
  84508. * Binds the submesh to the material
  84509. * @param world defines the world transformation matrix
  84510. * @param mesh defines the mesh containing the submesh
  84511. * @param subMesh defines the submesh to bind the material to
  84512. */
  84513. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  84514. /**
  84515. * Binds the world matrix to the material
  84516. * @param world defines the world transformation matrix
  84517. */
  84518. bindOnlyWorldMatrix(world: Matrix): void;
  84519. /**
  84520. * Binds the scene's uniform buffer to the effect.
  84521. * @param effect defines the effect to bind to the scene uniform buffer
  84522. * @param sceneUbo defines the uniform buffer storing scene data
  84523. */
  84524. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  84525. /**
  84526. * Binds the view matrix to the effect
  84527. * @param effect defines the effect to bind the view matrix to
  84528. */
  84529. bindView(effect: Effect): void;
  84530. /**
  84531. * Binds the view projection matrix to the effect
  84532. * @param effect defines the effect to bind the view projection matrix to
  84533. */
  84534. bindViewProjection(effect: Effect): void;
  84535. /**
  84536. * Specifies if material alpha testing should be turned on for the mesh
  84537. * @param mesh defines the mesh to check
  84538. */
  84539. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  84540. /**
  84541. * Processes to execute after binding the material to a mesh
  84542. * @param mesh defines the rendered mesh
  84543. */
  84544. protected _afterBind(mesh?: Mesh): void;
  84545. /**
  84546. * Unbinds the material from the mesh
  84547. */
  84548. unbind(): void;
  84549. /**
  84550. * Gets the active textures from the material
  84551. * @returns an array of textures
  84552. */
  84553. getActiveTextures(): BaseTexture[];
  84554. /**
  84555. * Specifies if the material uses a texture
  84556. * @param texture defines the texture to check against the material
  84557. * @returns a boolean specifying if the material uses the texture
  84558. */
  84559. hasTexture(texture: BaseTexture): boolean;
  84560. /**
  84561. * Makes a duplicate of the material, and gives it a new name
  84562. * @param name defines the new name for the duplicated material
  84563. * @returns the cloned material
  84564. */
  84565. clone(name: string): Nullable<Material>;
  84566. /**
  84567. * Gets the meshes bound to the material
  84568. * @returns an array of meshes bound to the material
  84569. */
  84570. getBindedMeshes(): AbstractMesh[];
  84571. /**
  84572. * Force shader compilation
  84573. * @param mesh defines the mesh associated with this material
  84574. * @param onCompiled defines a function to execute once the material is compiled
  84575. * @param options defines the options to configure the compilation
  84576. */
  84577. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  84578. clipPlane: boolean;
  84579. }>): void;
  84580. /**
  84581. * Force shader compilation
  84582. * @param mesh defines the mesh that will use this material
  84583. * @param options defines additional options for compiling the shaders
  84584. * @returns a promise that resolves when the compilation completes
  84585. */
  84586. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  84587. clipPlane: boolean;
  84588. }>): Promise<void>;
  84589. private static readonly _AllDirtyCallBack;
  84590. private static readonly _ImageProcessingDirtyCallBack;
  84591. private static readonly _TextureDirtyCallBack;
  84592. private static readonly _FresnelDirtyCallBack;
  84593. private static readonly _MiscDirtyCallBack;
  84594. private static readonly _LightsDirtyCallBack;
  84595. private static readonly _AttributeDirtyCallBack;
  84596. private static _FresnelAndMiscDirtyCallBack;
  84597. private static _TextureAndMiscDirtyCallBack;
  84598. private static readonly _DirtyCallbackArray;
  84599. private static readonly _RunDirtyCallBacks;
  84600. /**
  84601. * Marks a define in the material to indicate that it needs to be re-computed
  84602. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  84603. */
  84604. markAsDirty(flag: number): void;
  84605. /**
  84606. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  84607. * @param func defines a function which checks material defines against the submeshes
  84608. */
  84609. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84610. /**
  84611. * Indicates that we need to re-calculated for all submeshes
  84612. */
  84613. protected _markAllSubMeshesAsAllDirty(): void;
  84614. /**
  84615. * Indicates that image processing needs to be re-calculated for all submeshes
  84616. */
  84617. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84618. /**
  84619. * Indicates that textures need to be re-calculated for all submeshes
  84620. */
  84621. protected _markAllSubMeshesAsTexturesDirty(): void;
  84622. /**
  84623. * Indicates that fresnel needs to be re-calculated for all submeshes
  84624. */
  84625. protected _markAllSubMeshesAsFresnelDirty(): void;
  84626. /**
  84627. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84628. */
  84629. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84630. /**
  84631. * Indicates that lights need to be re-calculated for all submeshes
  84632. */
  84633. protected _markAllSubMeshesAsLightsDirty(): void;
  84634. /**
  84635. * Indicates that attributes need to be re-calculated for all submeshes
  84636. */
  84637. protected _markAllSubMeshesAsAttributesDirty(): void;
  84638. /**
  84639. * Indicates that misc needs to be re-calculated for all submeshes
  84640. */
  84641. protected _markAllSubMeshesAsMiscDirty(): void;
  84642. /**
  84643. * Indicates that textures and misc need to be re-calculated for all submeshes
  84644. */
  84645. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84646. /**
  84647. * Disposes the material
  84648. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84649. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84650. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84651. */
  84652. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84653. /** @hidden */
  84654. private releaseVertexArrayObject;
  84655. /**
  84656. * Serializes this material
  84657. * @returns the serialized material object
  84658. */
  84659. serialize(): any;
  84660. /**
  84661. * Creates a material from parsed material data
  84662. * @param parsedMaterial defines parsed material data
  84663. * @param scene defines the hosting scene
  84664. * @param rootUrl defines the root URL to use to load textures
  84665. * @returns a new material
  84666. */
  84667. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84668. }
  84669. }
  84670. declare module BABYLON {
  84671. /**
  84672. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84673. * separate meshes. This can be use to improve performances.
  84674. * @see http://doc.babylonjs.com/how_to/multi_materials
  84675. */
  84676. export class MultiMaterial extends Material {
  84677. private _subMaterials;
  84678. /**
  84679. * Gets or Sets the list of Materials used within the multi material.
  84680. * They need to be ordered according to the submeshes order in the associated mesh
  84681. */
  84682. subMaterials: Nullable<Material>[];
  84683. /**
  84684. * Function used to align with Node.getChildren()
  84685. * @returns the list of Materials used within the multi material
  84686. */
  84687. getChildren(): Nullable<Material>[];
  84688. /**
  84689. * Instantiates a new Multi Material
  84690. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84691. * separate meshes. This can be use to improve performances.
  84692. * @see http://doc.babylonjs.com/how_to/multi_materials
  84693. * @param name Define the name in the scene
  84694. * @param scene Define the scene the material belongs to
  84695. */
  84696. constructor(name: string, scene: Scene);
  84697. private _hookArray;
  84698. /**
  84699. * Get one of the submaterial by its index in the submaterials array
  84700. * @param index The index to look the sub material at
  84701. * @returns The Material if the index has been defined
  84702. */
  84703. getSubMaterial(index: number): Nullable<Material>;
  84704. /**
  84705. * Get the list of active textures for the whole sub materials list.
  84706. * @returns All the textures that will be used during the rendering
  84707. */
  84708. getActiveTextures(): BaseTexture[];
  84709. /**
  84710. * Gets the current class name of the material e.g. "MultiMaterial"
  84711. * Mainly use in serialization.
  84712. * @returns the class name
  84713. */
  84714. getClassName(): string;
  84715. /**
  84716. * Checks if the material is ready to render the requested sub mesh
  84717. * @param mesh Define the mesh the submesh belongs to
  84718. * @param subMesh Define the sub mesh to look readyness for
  84719. * @param useInstances Define whether or not the material is used with instances
  84720. * @returns true if ready, otherwise false
  84721. */
  84722. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84723. /**
  84724. * Clones the current material and its related sub materials
  84725. * @param name Define the name of the newly cloned material
  84726. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  84727. * @returns the cloned material
  84728. */
  84729. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  84730. /**
  84731. * Serializes the materials into a JSON representation.
  84732. * @returns the JSON representation
  84733. */
  84734. serialize(): any;
  84735. /**
  84736. * Dispose the material and release its associated resources
  84737. * @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)
  84738. * @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)
  84739. * @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)
  84740. */
  84741. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  84742. /**
  84743. * Creates a MultiMaterial from parsed MultiMaterial data.
  84744. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  84745. * @param scene defines the hosting scene
  84746. * @returns a new MultiMaterial
  84747. */
  84748. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  84749. }
  84750. }
  84751. declare module BABYLON {
  84752. /**
  84753. * Base class for submeshes
  84754. */
  84755. export class BaseSubMesh {
  84756. /** @hidden */
  84757. _materialDefines: Nullable<MaterialDefines>;
  84758. /** @hidden */
  84759. _materialEffect: Nullable<Effect>;
  84760. /**
  84761. * Gets associated effect
  84762. */
  84763. readonly effect: Nullable<Effect>;
  84764. /**
  84765. * Sets associated effect (effect used to render this submesh)
  84766. * @param effect defines the effect to associate with
  84767. * @param defines defines the set of defines used to compile this effect
  84768. */
  84769. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  84770. }
  84771. /**
  84772. * Defines a subdivision inside a mesh
  84773. */
  84774. export class SubMesh extends BaseSubMesh implements ICullable {
  84775. /** the material index to use */
  84776. materialIndex: number;
  84777. /** vertex index start */
  84778. verticesStart: number;
  84779. /** vertices count */
  84780. verticesCount: number;
  84781. /** index start */
  84782. indexStart: number;
  84783. /** indices count */
  84784. indexCount: number;
  84785. /** @hidden */
  84786. _linesIndexCount: number;
  84787. private _mesh;
  84788. private _renderingMesh;
  84789. private _boundingInfo;
  84790. private _linesIndexBuffer;
  84791. /** @hidden */
  84792. _lastColliderWorldVertices: Nullable<Vector3[]>;
  84793. /** @hidden */
  84794. _trianglePlanes: Plane[];
  84795. /** @hidden */
  84796. _lastColliderTransformMatrix: Nullable<Matrix>;
  84797. /** @hidden */
  84798. _renderId: number;
  84799. /** @hidden */
  84800. _alphaIndex: number;
  84801. /** @hidden */
  84802. _distanceToCamera: number;
  84803. /** @hidden */
  84804. _id: number;
  84805. private _currentMaterial;
  84806. /**
  84807. * Add a new submesh to a mesh
  84808. * @param materialIndex defines the material index to use
  84809. * @param verticesStart defines vertex index start
  84810. * @param verticesCount defines vertices count
  84811. * @param indexStart defines index start
  84812. * @param indexCount defines indices count
  84813. * @param mesh defines the parent mesh
  84814. * @param renderingMesh defines an optional rendering mesh
  84815. * @param createBoundingBox defines if bounding box should be created for this submesh
  84816. * @returns the new submesh
  84817. */
  84818. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  84819. /**
  84820. * Creates a new submesh
  84821. * @param materialIndex defines the material index to use
  84822. * @param verticesStart defines vertex index start
  84823. * @param verticesCount defines vertices count
  84824. * @param indexStart defines index start
  84825. * @param indexCount defines indices count
  84826. * @param mesh defines the parent mesh
  84827. * @param renderingMesh defines an optional rendering mesh
  84828. * @param createBoundingBox defines if bounding box should be created for this submesh
  84829. */
  84830. constructor(
  84831. /** the material index to use */
  84832. materialIndex: number,
  84833. /** vertex index start */
  84834. verticesStart: number,
  84835. /** vertices count */
  84836. verticesCount: number,
  84837. /** index start */
  84838. indexStart: number,
  84839. /** indices count */
  84840. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  84841. /**
  84842. * Returns true if this submesh covers the entire parent mesh
  84843. * @ignorenaming
  84844. */
  84845. readonly IsGlobal: boolean;
  84846. /**
  84847. * Returns the submesh BoudingInfo object
  84848. * @returns current bounding info (or mesh's one if the submesh is global)
  84849. */
  84850. getBoundingInfo(): BoundingInfo;
  84851. /**
  84852. * Sets the submesh BoundingInfo
  84853. * @param boundingInfo defines the new bounding info to use
  84854. * @returns the SubMesh
  84855. */
  84856. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  84857. /**
  84858. * Returns the mesh of the current submesh
  84859. * @return the parent mesh
  84860. */
  84861. getMesh(): AbstractMesh;
  84862. /**
  84863. * Returns the rendering mesh of the submesh
  84864. * @returns the rendering mesh (could be different from parent mesh)
  84865. */
  84866. getRenderingMesh(): Mesh;
  84867. /**
  84868. * Returns the submesh material
  84869. * @returns null or the current material
  84870. */
  84871. getMaterial(): Nullable<Material>;
  84872. /**
  84873. * Sets a new updated BoundingInfo object to the submesh
  84874. * @param data defines an optional position array to use to determine the bounding info
  84875. * @returns the SubMesh
  84876. */
  84877. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  84878. /** @hidden */
  84879. _checkCollision(collider: Collider): boolean;
  84880. /**
  84881. * Updates the submesh BoundingInfo
  84882. * @param world defines the world matrix to use to update the bounding info
  84883. * @returns the submesh
  84884. */
  84885. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  84886. /**
  84887. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  84888. * @param frustumPlanes defines the frustum planes
  84889. * @returns true if the submesh is intersecting with the frustum
  84890. */
  84891. isInFrustum(frustumPlanes: Plane[]): boolean;
  84892. /**
  84893. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  84894. * @param frustumPlanes defines the frustum planes
  84895. * @returns true if the submesh is inside the frustum
  84896. */
  84897. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  84898. /**
  84899. * Renders the submesh
  84900. * @param enableAlphaMode defines if alpha needs to be used
  84901. * @returns the submesh
  84902. */
  84903. render(enableAlphaMode: boolean): SubMesh;
  84904. /**
  84905. * @hidden
  84906. */
  84907. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  84908. /**
  84909. * Checks if the submesh intersects with a ray
  84910. * @param ray defines the ray to test
  84911. * @returns true is the passed ray intersects the submesh bounding box
  84912. */
  84913. canIntersects(ray: Ray): boolean;
  84914. /**
  84915. * Intersects current submesh with a ray
  84916. * @param ray defines the ray to test
  84917. * @param positions defines mesh's positions array
  84918. * @param indices defines mesh's indices array
  84919. * @param fastCheck defines if only bounding info should be used
  84920. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  84921. * @returns intersection info or null if no intersection
  84922. */
  84923. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  84924. /** @hidden */
  84925. private _intersectLines;
  84926. /** @hidden */
  84927. private _intersectUnIndexedLines;
  84928. /** @hidden */
  84929. private _intersectTriangles;
  84930. /** @hidden */
  84931. private _intersectUnIndexedTriangles;
  84932. /** @hidden */
  84933. _rebuild(): void;
  84934. /**
  84935. * Creates a new submesh from the passed mesh
  84936. * @param newMesh defines the new hosting mesh
  84937. * @param newRenderingMesh defines an optional rendering mesh
  84938. * @returns the new submesh
  84939. */
  84940. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  84941. /**
  84942. * Release associated resources
  84943. */
  84944. dispose(): void;
  84945. /**
  84946. * Gets the class name
  84947. * @returns the string "SubMesh".
  84948. */
  84949. getClassName(): string;
  84950. /**
  84951. * Creates a new submesh from indices data
  84952. * @param materialIndex the index of the main mesh material
  84953. * @param startIndex the index where to start the copy in the mesh indices array
  84954. * @param indexCount the number of indices to copy then from the startIndex
  84955. * @param mesh the main mesh to create the submesh from
  84956. * @param renderingMesh the optional rendering mesh
  84957. * @returns a new submesh
  84958. */
  84959. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  84960. }
  84961. }
  84962. declare module BABYLON {
  84963. /**
  84964. * Class used to represent data loading progression
  84965. */
  84966. export class SceneLoaderFlags {
  84967. private static _ForceFullSceneLoadingForIncremental;
  84968. private static _ShowLoadingScreen;
  84969. private static _CleanBoneMatrixWeights;
  84970. private static _loggingLevel;
  84971. /**
  84972. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  84973. */
  84974. static ForceFullSceneLoadingForIncremental: boolean;
  84975. /**
  84976. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  84977. */
  84978. static ShowLoadingScreen: boolean;
  84979. /**
  84980. * Defines the current logging level (while loading the scene)
  84981. * @ignorenaming
  84982. */
  84983. static loggingLevel: number;
  84984. /**
  84985. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  84986. */
  84987. static CleanBoneMatrixWeights: boolean;
  84988. }
  84989. }
  84990. declare module BABYLON {
  84991. /**
  84992. * Class used to store geometry data (vertex buffers + index buffer)
  84993. */
  84994. export class Geometry implements IGetSetVerticesData {
  84995. /**
  84996. * Gets or sets the ID of the geometry
  84997. */
  84998. id: string;
  84999. /**
  85000. * Gets or sets the unique ID of the geometry
  85001. */
  85002. uniqueId: number;
  85003. /**
  85004. * Gets the delay loading state of the geometry (none by default which means not delayed)
  85005. */
  85006. delayLoadState: number;
  85007. /**
  85008. * Gets the file containing the data to load when running in delay load state
  85009. */
  85010. delayLoadingFile: Nullable<string>;
  85011. /**
  85012. * Callback called when the geometry is updated
  85013. */
  85014. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  85015. private _scene;
  85016. private _engine;
  85017. private _meshes;
  85018. private _totalVertices;
  85019. /** @hidden */
  85020. _indices: IndicesArray;
  85021. /** @hidden */
  85022. _vertexBuffers: {
  85023. [key: string]: VertexBuffer;
  85024. };
  85025. private _isDisposed;
  85026. private _extend;
  85027. private _boundingBias;
  85028. /** @hidden */
  85029. _delayInfo: Array<string>;
  85030. private _indexBuffer;
  85031. private _indexBufferIsUpdatable;
  85032. /** @hidden */
  85033. _boundingInfo: Nullable<BoundingInfo>;
  85034. /** @hidden */
  85035. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  85036. /** @hidden */
  85037. _softwareSkinningFrameId: number;
  85038. private _vertexArrayObjects;
  85039. private _updatable;
  85040. /** @hidden */
  85041. _positions: Nullable<Vector3[]>;
  85042. /**
  85043. * 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
  85044. */
  85045. /**
  85046. * 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
  85047. */
  85048. boundingBias: Vector2;
  85049. /**
  85050. * Static function used to attach a new empty geometry to a mesh
  85051. * @param mesh defines the mesh to attach the geometry to
  85052. * @returns the new Geometry
  85053. */
  85054. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  85055. /**
  85056. * Creates a new geometry
  85057. * @param id defines the unique ID
  85058. * @param scene defines the hosting scene
  85059. * @param vertexData defines the VertexData used to get geometry data
  85060. * @param updatable defines if geometry must be updatable (false by default)
  85061. * @param mesh defines the mesh that will be associated with the geometry
  85062. */
  85063. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  85064. /**
  85065. * Gets the current extend of the geometry
  85066. */
  85067. readonly extend: {
  85068. minimum: Vector3;
  85069. maximum: Vector3;
  85070. };
  85071. /**
  85072. * Gets the hosting scene
  85073. * @returns the hosting Scene
  85074. */
  85075. getScene(): Scene;
  85076. /**
  85077. * Gets the hosting engine
  85078. * @returns the hosting Engine
  85079. */
  85080. getEngine(): Engine;
  85081. /**
  85082. * Defines if the geometry is ready to use
  85083. * @returns true if the geometry is ready to be used
  85084. */
  85085. isReady(): boolean;
  85086. /**
  85087. * Gets a value indicating that the geometry should not be serialized
  85088. */
  85089. readonly doNotSerialize: boolean;
  85090. /** @hidden */
  85091. _rebuild(): void;
  85092. /**
  85093. * Affects all geometry data in one call
  85094. * @param vertexData defines the geometry data
  85095. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  85096. */
  85097. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  85098. /**
  85099. * Set specific vertex data
  85100. * @param kind defines the data kind (Position, normal, etc...)
  85101. * @param data defines the vertex data to use
  85102. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85103. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85104. */
  85105. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  85106. /**
  85107. * Removes a specific vertex data
  85108. * @param kind defines the data kind (Position, normal, etc...)
  85109. */
  85110. removeVerticesData(kind: string): void;
  85111. /**
  85112. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  85113. * @param buffer defines the vertex buffer to use
  85114. * @param totalVertices defines the total number of vertices for position kind (could be null)
  85115. */
  85116. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  85117. /**
  85118. * Update a specific vertex buffer
  85119. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  85120. * It will do nothing if the buffer is not updatable
  85121. * @param kind defines the data kind (Position, normal, etc...)
  85122. * @param data defines the data to use
  85123. * @param offset defines the offset in the target buffer where to store the data
  85124. * @param useBytes set to true if the offset is in bytes
  85125. */
  85126. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  85127. /**
  85128. * Update a specific vertex buffer
  85129. * This function will create a new buffer if the current one is not updatable
  85130. * @param kind defines the data kind (Position, normal, etc...)
  85131. * @param data defines the data to use
  85132. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  85133. */
  85134. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  85135. private _updateBoundingInfo;
  85136. /** @hidden */
  85137. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  85138. /**
  85139. * Gets total number of vertices
  85140. * @returns the total number of vertices
  85141. */
  85142. getTotalVertices(): number;
  85143. /**
  85144. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85145. * @param kind defines the data kind (Position, normal, etc...)
  85146. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85147. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85148. * @returns a float array containing vertex data
  85149. */
  85150. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85151. /**
  85152. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  85153. * @param kind defines the data kind (Position, normal, etc...)
  85154. * @returns true if the vertex buffer with the specified kind is updatable
  85155. */
  85156. isVertexBufferUpdatable(kind: string): boolean;
  85157. /**
  85158. * Gets a specific vertex buffer
  85159. * @param kind defines the data kind (Position, normal, etc...)
  85160. * @returns a VertexBuffer
  85161. */
  85162. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  85163. /**
  85164. * Returns all vertex buffers
  85165. * @return an object holding all vertex buffers indexed by kind
  85166. */
  85167. getVertexBuffers(): Nullable<{
  85168. [key: string]: VertexBuffer;
  85169. }>;
  85170. /**
  85171. * Gets a boolean indicating if specific vertex buffer is present
  85172. * @param kind defines the data kind (Position, normal, etc...)
  85173. * @returns true if data is present
  85174. */
  85175. isVerticesDataPresent(kind: string): boolean;
  85176. /**
  85177. * Gets a list of all attached data kinds (Position, normal, etc...)
  85178. * @returns a list of string containing all kinds
  85179. */
  85180. getVerticesDataKinds(): string[];
  85181. /**
  85182. * Update index buffer
  85183. * @param indices defines the indices to store in the index buffer
  85184. * @param offset defines the offset in the target buffer where to store the data
  85185. * @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)
  85186. */
  85187. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  85188. /**
  85189. * Creates a new index buffer
  85190. * @param indices defines the indices to store in the index buffer
  85191. * @param totalVertices defines the total number of vertices (could be null)
  85192. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85193. */
  85194. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  85195. /**
  85196. * Return the total number of indices
  85197. * @returns the total number of indices
  85198. */
  85199. getTotalIndices(): number;
  85200. /**
  85201. * Gets the index buffer array
  85202. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85203. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85204. * @returns the index buffer array
  85205. */
  85206. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85207. /**
  85208. * Gets the index buffer
  85209. * @return the index buffer
  85210. */
  85211. getIndexBuffer(): Nullable<DataBuffer>;
  85212. /** @hidden */
  85213. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  85214. /**
  85215. * Release the associated resources for a specific mesh
  85216. * @param mesh defines the source mesh
  85217. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  85218. */
  85219. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  85220. /**
  85221. * Apply current geometry to a given mesh
  85222. * @param mesh defines the mesh to apply geometry to
  85223. */
  85224. applyToMesh(mesh: Mesh): void;
  85225. private _updateExtend;
  85226. private _applyToMesh;
  85227. private notifyUpdate;
  85228. /**
  85229. * Load the geometry if it was flagged as delay loaded
  85230. * @param scene defines the hosting scene
  85231. * @param onLoaded defines a callback called when the geometry is loaded
  85232. */
  85233. load(scene: Scene, onLoaded?: () => void): void;
  85234. private _queueLoad;
  85235. /**
  85236. * Invert the geometry to move from a right handed system to a left handed one.
  85237. */
  85238. toLeftHanded(): void;
  85239. /** @hidden */
  85240. _resetPointsArrayCache(): void;
  85241. /** @hidden */
  85242. _generatePointsArray(): boolean;
  85243. /**
  85244. * Gets a value indicating if the geometry is disposed
  85245. * @returns true if the geometry was disposed
  85246. */
  85247. isDisposed(): boolean;
  85248. private _disposeVertexArrayObjects;
  85249. /**
  85250. * Free all associated resources
  85251. */
  85252. dispose(): void;
  85253. /**
  85254. * Clone the current geometry into a new geometry
  85255. * @param id defines the unique ID of the new geometry
  85256. * @returns a new geometry object
  85257. */
  85258. copy(id: string): Geometry;
  85259. /**
  85260. * Serialize the current geometry info (and not the vertices data) into a JSON object
  85261. * @return a JSON representation of the current geometry data (without the vertices data)
  85262. */
  85263. serialize(): any;
  85264. private toNumberArray;
  85265. /**
  85266. * Serialize all vertices data into a JSON oject
  85267. * @returns a JSON representation of the current geometry data
  85268. */
  85269. serializeVerticeData(): any;
  85270. /**
  85271. * Extracts a clone of a mesh geometry
  85272. * @param mesh defines the source mesh
  85273. * @param id defines the unique ID of the new geometry object
  85274. * @returns the new geometry object
  85275. */
  85276. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  85277. /**
  85278. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  85279. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  85280. * Be aware Math.random() could cause collisions, but:
  85281. * "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"
  85282. * @returns a string containing a new GUID
  85283. */
  85284. static RandomId(): string;
  85285. /** @hidden */
  85286. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  85287. private static _CleanMatricesWeights;
  85288. /**
  85289. * Create a new geometry from persisted data (Using .babylon file format)
  85290. * @param parsedVertexData defines the persisted data
  85291. * @param scene defines the hosting scene
  85292. * @param rootUrl defines the root url to use to load assets (like delayed data)
  85293. * @returns the new geometry object
  85294. */
  85295. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  85296. }
  85297. }
  85298. declare module BABYLON {
  85299. /**
  85300. * Define an interface for all classes that will get and set the data on vertices
  85301. */
  85302. export interface IGetSetVerticesData {
  85303. /**
  85304. * Gets a boolean indicating if specific vertex data is present
  85305. * @param kind defines the vertex data kind to use
  85306. * @returns true is data kind is present
  85307. */
  85308. isVerticesDataPresent(kind: string): boolean;
  85309. /**
  85310. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85311. * @param kind defines the data kind (Position, normal, etc...)
  85312. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85313. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85314. * @returns a float array containing vertex data
  85315. */
  85316. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85317. /**
  85318. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  85319. * @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.
  85320. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85321. * @returns the indices array or an empty array if the mesh has no geometry
  85322. */
  85323. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85324. /**
  85325. * Set specific vertex data
  85326. * @param kind defines the data kind (Position, normal, etc...)
  85327. * @param data defines the vertex data to use
  85328. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85329. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85330. */
  85331. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  85332. /**
  85333. * Update a specific associated vertex buffer
  85334. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  85335. * - VertexBuffer.PositionKind
  85336. * - VertexBuffer.UVKind
  85337. * - VertexBuffer.UV2Kind
  85338. * - VertexBuffer.UV3Kind
  85339. * - VertexBuffer.UV4Kind
  85340. * - VertexBuffer.UV5Kind
  85341. * - VertexBuffer.UV6Kind
  85342. * - VertexBuffer.ColorKind
  85343. * - VertexBuffer.MatricesIndicesKind
  85344. * - VertexBuffer.MatricesIndicesExtraKind
  85345. * - VertexBuffer.MatricesWeightsKind
  85346. * - VertexBuffer.MatricesWeightsExtraKind
  85347. * @param data defines the data source
  85348. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  85349. * @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)
  85350. */
  85351. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  85352. /**
  85353. * Creates a new index buffer
  85354. * @param indices defines the indices to store in the index buffer
  85355. * @param totalVertices defines the total number of vertices (could be null)
  85356. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85357. */
  85358. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85359. }
  85360. /**
  85361. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85362. */
  85363. export class VertexData {
  85364. /**
  85365. * Mesh side orientation : usually the external or front surface
  85366. */
  85367. static readonly FRONTSIDE: number;
  85368. /**
  85369. * Mesh side orientation : usually the internal or back surface
  85370. */
  85371. static readonly BACKSIDE: number;
  85372. /**
  85373. * Mesh side orientation : both internal and external or front and back surfaces
  85374. */
  85375. static readonly DOUBLESIDE: number;
  85376. /**
  85377. * Mesh side orientation : by default, `FRONTSIDE`
  85378. */
  85379. static readonly DEFAULTSIDE: number;
  85380. /**
  85381. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  85382. */
  85383. positions: Nullable<FloatArray>;
  85384. /**
  85385. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  85386. */
  85387. normals: Nullable<FloatArray>;
  85388. /**
  85389. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  85390. */
  85391. tangents: Nullable<FloatArray>;
  85392. /**
  85393. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85394. */
  85395. uvs: Nullable<FloatArray>;
  85396. /**
  85397. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85398. */
  85399. uvs2: Nullable<FloatArray>;
  85400. /**
  85401. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85402. */
  85403. uvs3: Nullable<FloatArray>;
  85404. /**
  85405. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85406. */
  85407. uvs4: Nullable<FloatArray>;
  85408. /**
  85409. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85410. */
  85411. uvs5: Nullable<FloatArray>;
  85412. /**
  85413. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85414. */
  85415. uvs6: Nullable<FloatArray>;
  85416. /**
  85417. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  85418. */
  85419. colors: Nullable<FloatArray>;
  85420. /**
  85421. * 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).
  85422. */
  85423. matricesIndices: Nullable<FloatArray>;
  85424. /**
  85425. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  85426. */
  85427. matricesWeights: Nullable<FloatArray>;
  85428. /**
  85429. * An array extending the number of possible indices
  85430. */
  85431. matricesIndicesExtra: Nullable<FloatArray>;
  85432. /**
  85433. * An array extending the number of possible weights when the number of indices is extended
  85434. */
  85435. matricesWeightsExtra: Nullable<FloatArray>;
  85436. /**
  85437. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  85438. */
  85439. indices: Nullable<IndicesArray>;
  85440. /**
  85441. * Uses the passed data array to set the set the values for the specified kind of data
  85442. * @param data a linear array of floating numbers
  85443. * @param kind the type of data that is being set, eg positions, colors etc
  85444. */
  85445. set(data: FloatArray, kind: string): void;
  85446. /**
  85447. * Associates the vertexData to the passed Mesh.
  85448. * Sets it as updatable or not (default `false`)
  85449. * @param mesh the mesh the vertexData is applied to
  85450. * @param updatable when used and having the value true allows new data to update the vertexData
  85451. * @returns the VertexData
  85452. */
  85453. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  85454. /**
  85455. * Associates the vertexData to the passed Geometry.
  85456. * Sets it as updatable or not (default `false`)
  85457. * @param geometry the geometry the vertexData is applied to
  85458. * @param updatable when used and having the value true allows new data to update the vertexData
  85459. * @returns VertexData
  85460. */
  85461. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  85462. /**
  85463. * Updates the associated mesh
  85464. * @param mesh the mesh to be updated
  85465. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85466. * @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
  85467. * @returns VertexData
  85468. */
  85469. updateMesh(mesh: Mesh): VertexData;
  85470. /**
  85471. * Updates the associated geometry
  85472. * @param geometry the geometry to be updated
  85473. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85474. * @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
  85475. * @returns VertexData.
  85476. */
  85477. updateGeometry(geometry: Geometry): VertexData;
  85478. private _applyTo;
  85479. private _update;
  85480. /**
  85481. * Transforms each position and each normal of the vertexData according to the passed Matrix
  85482. * @param matrix the transforming matrix
  85483. * @returns the VertexData
  85484. */
  85485. transform(matrix: Matrix): VertexData;
  85486. /**
  85487. * Merges the passed VertexData into the current one
  85488. * @param other the VertexData to be merged into the current one
  85489. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  85490. * @returns the modified VertexData
  85491. */
  85492. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  85493. private _mergeElement;
  85494. private _validate;
  85495. /**
  85496. * Serializes the VertexData
  85497. * @returns a serialized object
  85498. */
  85499. serialize(): any;
  85500. /**
  85501. * Extracts the vertexData from a mesh
  85502. * @param mesh the mesh from which to extract the VertexData
  85503. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  85504. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85505. * @returns the object VertexData associated to the passed mesh
  85506. */
  85507. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85508. /**
  85509. * Extracts the vertexData from the geometry
  85510. * @param geometry the geometry from which to extract the VertexData
  85511. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  85512. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85513. * @returns the object VertexData associated to the passed mesh
  85514. */
  85515. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85516. private static _ExtractFrom;
  85517. /**
  85518. * Creates the VertexData for a Ribbon
  85519. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  85520. * * pathArray array of paths, each of which an array of successive Vector3
  85521. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  85522. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  85523. * * 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
  85524. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85525. * * 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)
  85526. * * 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)
  85527. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  85528. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  85529. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  85530. * @returns the VertexData of the ribbon
  85531. */
  85532. static CreateRibbon(options: {
  85533. pathArray: Vector3[][];
  85534. closeArray?: boolean;
  85535. closePath?: boolean;
  85536. offset?: number;
  85537. sideOrientation?: number;
  85538. frontUVs?: Vector4;
  85539. backUVs?: Vector4;
  85540. invertUV?: boolean;
  85541. uvs?: Vector2[];
  85542. colors?: Color4[];
  85543. }): VertexData;
  85544. /**
  85545. * Creates the VertexData for a box
  85546. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85547. * * size sets the width, height and depth of the box to the value of size, optional default 1
  85548. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  85549. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  85550. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  85551. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85552. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85553. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85554. * * 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)
  85555. * * 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)
  85556. * @returns the VertexData of the box
  85557. */
  85558. static CreateBox(options: {
  85559. size?: number;
  85560. width?: number;
  85561. height?: number;
  85562. depth?: number;
  85563. faceUV?: Vector4[];
  85564. faceColors?: Color4[];
  85565. sideOrientation?: number;
  85566. frontUVs?: Vector4;
  85567. backUVs?: Vector4;
  85568. }): VertexData;
  85569. /**
  85570. * Creates the VertexData for a tiled box
  85571. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85572. * * faceTiles sets the pattern, tile size and number of tiles for a face
  85573. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85574. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85575. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85576. * @returns the VertexData of the box
  85577. */
  85578. static CreateTiledBox(options: {
  85579. pattern?: number;
  85580. width?: number;
  85581. height?: number;
  85582. depth?: number;
  85583. tileSize?: number;
  85584. tileWidth?: number;
  85585. tileHeight?: number;
  85586. alignHorizontal?: number;
  85587. alignVertical?: number;
  85588. faceUV?: Vector4[];
  85589. faceColors?: Color4[];
  85590. sideOrientation?: number;
  85591. }): VertexData;
  85592. /**
  85593. * Creates the VertexData for a tiled plane
  85594. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85595. * * pattern a limited pattern arrangement depending on the number
  85596. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  85597. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  85598. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  85599. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85600. * * 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)
  85601. * * 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)
  85602. * @returns the VertexData of the tiled plane
  85603. */
  85604. static CreateTiledPlane(options: {
  85605. pattern?: number;
  85606. tileSize?: number;
  85607. tileWidth?: number;
  85608. tileHeight?: number;
  85609. size?: number;
  85610. width?: number;
  85611. height?: number;
  85612. alignHorizontal?: number;
  85613. alignVertical?: number;
  85614. sideOrientation?: number;
  85615. frontUVs?: Vector4;
  85616. backUVs?: Vector4;
  85617. }): VertexData;
  85618. /**
  85619. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85620. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85621. * * segments sets the number of horizontal strips optional, default 32
  85622. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85623. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85624. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85625. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85626. * * 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
  85627. * * 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
  85628. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85629. * * 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)
  85630. * * 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)
  85631. * @returns the VertexData of the ellipsoid
  85632. */
  85633. static CreateSphere(options: {
  85634. segments?: number;
  85635. diameter?: number;
  85636. diameterX?: number;
  85637. diameterY?: number;
  85638. diameterZ?: number;
  85639. arc?: number;
  85640. slice?: number;
  85641. sideOrientation?: number;
  85642. frontUVs?: Vector4;
  85643. backUVs?: Vector4;
  85644. }): VertexData;
  85645. /**
  85646. * Creates the VertexData for a cylinder, cone or prism
  85647. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85648. * * height sets the height (y direction) of the cylinder, optional, default 2
  85649. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85650. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85651. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85652. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85653. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85654. * * 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
  85655. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85656. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85657. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85658. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85659. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85660. * * 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)
  85661. * * 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)
  85662. * @returns the VertexData of the cylinder, cone or prism
  85663. */
  85664. static CreateCylinder(options: {
  85665. height?: number;
  85666. diameterTop?: number;
  85667. diameterBottom?: number;
  85668. diameter?: number;
  85669. tessellation?: number;
  85670. subdivisions?: number;
  85671. arc?: number;
  85672. faceColors?: Color4[];
  85673. faceUV?: Vector4[];
  85674. hasRings?: boolean;
  85675. enclose?: boolean;
  85676. sideOrientation?: number;
  85677. frontUVs?: Vector4;
  85678. backUVs?: Vector4;
  85679. }): VertexData;
  85680. /**
  85681. * Creates the VertexData for a torus
  85682. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85683. * * diameter the diameter of the torus, optional default 1
  85684. * * thickness the diameter of the tube forming the torus, optional default 0.5
  85685. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85686. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85687. * * 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)
  85688. * * 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)
  85689. * @returns the VertexData of the torus
  85690. */
  85691. static CreateTorus(options: {
  85692. diameter?: number;
  85693. thickness?: number;
  85694. tessellation?: number;
  85695. sideOrientation?: number;
  85696. frontUVs?: Vector4;
  85697. backUVs?: Vector4;
  85698. }): VertexData;
  85699. /**
  85700. * Creates the VertexData of the LineSystem
  85701. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  85702. * - lines an array of lines, each line being an array of successive Vector3
  85703. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  85704. * @returns the VertexData of the LineSystem
  85705. */
  85706. static CreateLineSystem(options: {
  85707. lines: Vector3[][];
  85708. colors?: Nullable<Color4[][]>;
  85709. }): VertexData;
  85710. /**
  85711. * Create the VertexData for a DashedLines
  85712. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  85713. * - points an array successive Vector3
  85714. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  85715. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  85716. * - dashNb the intended total number of dashes, optional, default 200
  85717. * @returns the VertexData for the DashedLines
  85718. */
  85719. static CreateDashedLines(options: {
  85720. points: Vector3[];
  85721. dashSize?: number;
  85722. gapSize?: number;
  85723. dashNb?: number;
  85724. }): VertexData;
  85725. /**
  85726. * Creates the VertexData for a Ground
  85727. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85728. * - width the width (x direction) of the ground, optional, default 1
  85729. * - height the height (z direction) of the ground, optional, default 1
  85730. * - subdivisions the number of subdivisions per side, optional, default 1
  85731. * @returns the VertexData of the Ground
  85732. */
  85733. static CreateGround(options: {
  85734. width?: number;
  85735. height?: number;
  85736. subdivisions?: number;
  85737. subdivisionsX?: number;
  85738. subdivisionsY?: number;
  85739. }): VertexData;
  85740. /**
  85741. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  85742. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85743. * * xmin the ground minimum X coordinate, optional, default -1
  85744. * * zmin the ground minimum Z coordinate, optional, default -1
  85745. * * xmax the ground maximum X coordinate, optional, default 1
  85746. * * zmax the ground maximum Z coordinate, optional, default 1
  85747. * * 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}
  85748. * * 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}
  85749. * @returns the VertexData of the TiledGround
  85750. */
  85751. static CreateTiledGround(options: {
  85752. xmin: number;
  85753. zmin: number;
  85754. xmax: number;
  85755. zmax: number;
  85756. subdivisions?: {
  85757. w: number;
  85758. h: number;
  85759. };
  85760. precision?: {
  85761. w: number;
  85762. h: number;
  85763. };
  85764. }): VertexData;
  85765. /**
  85766. * Creates the VertexData of the Ground designed from a heightmap
  85767. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  85768. * * width the width (x direction) of the ground
  85769. * * height the height (z direction) of the ground
  85770. * * subdivisions the number of subdivisions per side
  85771. * * minHeight the minimum altitude on the ground, optional, default 0
  85772. * * maxHeight the maximum altitude on the ground, optional default 1
  85773. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  85774. * * buffer the array holding the image color data
  85775. * * bufferWidth the width of image
  85776. * * bufferHeight the height of image
  85777. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  85778. * @returns the VertexData of the Ground designed from a heightmap
  85779. */
  85780. static CreateGroundFromHeightMap(options: {
  85781. width: number;
  85782. height: number;
  85783. subdivisions: number;
  85784. minHeight: number;
  85785. maxHeight: number;
  85786. colorFilter: Color3;
  85787. buffer: Uint8Array;
  85788. bufferWidth: number;
  85789. bufferHeight: number;
  85790. alphaFilter: number;
  85791. }): VertexData;
  85792. /**
  85793. * Creates the VertexData for a Plane
  85794. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  85795. * * size sets the width and height of the plane to the value of size, optional default 1
  85796. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  85797. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  85798. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85799. * * 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)
  85800. * * 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)
  85801. * @returns the VertexData of the box
  85802. */
  85803. static CreatePlane(options: {
  85804. size?: number;
  85805. width?: number;
  85806. height?: number;
  85807. sideOrientation?: number;
  85808. frontUVs?: Vector4;
  85809. backUVs?: Vector4;
  85810. }): VertexData;
  85811. /**
  85812. * Creates the VertexData of the Disc or regular Polygon
  85813. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  85814. * * radius the radius of the disc, optional default 0.5
  85815. * * tessellation the number of polygon sides, optional, default 64
  85816. * * 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
  85817. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85818. * * 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)
  85819. * * 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)
  85820. * @returns the VertexData of the box
  85821. */
  85822. static CreateDisc(options: {
  85823. radius?: number;
  85824. tessellation?: number;
  85825. arc?: number;
  85826. sideOrientation?: number;
  85827. frontUVs?: Vector4;
  85828. backUVs?: Vector4;
  85829. }): VertexData;
  85830. /**
  85831. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  85832. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  85833. * @param polygon a mesh built from polygonTriangulation.build()
  85834. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85835. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85836. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85837. * @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)
  85838. * @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)
  85839. * @returns the VertexData of the Polygon
  85840. */
  85841. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  85842. /**
  85843. * Creates the VertexData of the IcoSphere
  85844. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  85845. * * radius the radius of the IcoSphere, optional default 1
  85846. * * radiusX allows stretching in the x direction, optional, default radius
  85847. * * radiusY allows stretching in the y direction, optional, default radius
  85848. * * radiusZ allows stretching in the z direction, optional, default radius
  85849. * * flat when true creates a flat shaded mesh, optional, default true
  85850. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85851. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85852. * * 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)
  85853. * * 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)
  85854. * @returns the VertexData of the IcoSphere
  85855. */
  85856. static CreateIcoSphere(options: {
  85857. radius?: number;
  85858. radiusX?: number;
  85859. radiusY?: number;
  85860. radiusZ?: number;
  85861. flat?: boolean;
  85862. subdivisions?: number;
  85863. sideOrientation?: number;
  85864. frontUVs?: Vector4;
  85865. backUVs?: Vector4;
  85866. }): VertexData;
  85867. /**
  85868. * Creates the VertexData for a Polyhedron
  85869. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  85870. * * type provided types are:
  85871. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  85872. * * 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)
  85873. * * size the size of the IcoSphere, optional default 1
  85874. * * sizeX allows stretching in the x direction, optional, default size
  85875. * * sizeY allows stretching in the y direction, optional, default size
  85876. * * sizeZ allows stretching in the z direction, optional, default size
  85877. * * 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
  85878. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85879. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85880. * * flat when true creates a flat shaded mesh, optional, default true
  85881. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85882. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85883. * * 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)
  85884. * * 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)
  85885. * @returns the VertexData of the Polyhedron
  85886. */
  85887. static CreatePolyhedron(options: {
  85888. type?: number;
  85889. size?: number;
  85890. sizeX?: number;
  85891. sizeY?: number;
  85892. sizeZ?: number;
  85893. custom?: any;
  85894. faceUV?: Vector4[];
  85895. faceColors?: Color4[];
  85896. flat?: boolean;
  85897. sideOrientation?: number;
  85898. frontUVs?: Vector4;
  85899. backUVs?: Vector4;
  85900. }): VertexData;
  85901. /**
  85902. * Creates the VertexData for a TorusKnot
  85903. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  85904. * * radius the radius of the torus knot, optional, default 2
  85905. * * tube the thickness of the tube, optional, default 0.5
  85906. * * radialSegments the number of sides on each tube segments, optional, default 32
  85907. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  85908. * * p the number of windings around the z axis, optional, default 2
  85909. * * q the number of windings around the x axis, optional, default 3
  85910. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85911. * * 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)
  85912. * * 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)
  85913. * @returns the VertexData of the Torus Knot
  85914. */
  85915. static CreateTorusKnot(options: {
  85916. radius?: number;
  85917. tube?: number;
  85918. radialSegments?: number;
  85919. tubularSegments?: number;
  85920. p?: number;
  85921. q?: number;
  85922. sideOrientation?: number;
  85923. frontUVs?: Vector4;
  85924. backUVs?: Vector4;
  85925. }): VertexData;
  85926. /**
  85927. * Compute normals for given positions and indices
  85928. * @param positions an array of vertex positions, [...., x, y, z, ......]
  85929. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  85930. * @param normals an array of vertex normals, [...., x, y, z, ......]
  85931. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  85932. * * facetNormals : optional array of facet normals (vector3)
  85933. * * facetPositions : optional array of facet positions (vector3)
  85934. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  85935. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  85936. * * bInfo : optional bounding info, required for facetPartitioning computation
  85937. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  85938. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  85939. * * useRightHandedSystem: optional boolean to for right handed system computation
  85940. * * depthSort : optional boolean to enable the facet depth sort computation
  85941. * * distanceTo : optional Vector3 to compute the facet depth from this location
  85942. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  85943. */
  85944. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  85945. facetNormals?: any;
  85946. facetPositions?: any;
  85947. facetPartitioning?: any;
  85948. ratio?: number;
  85949. bInfo?: any;
  85950. bbSize?: Vector3;
  85951. subDiv?: any;
  85952. useRightHandedSystem?: boolean;
  85953. depthSort?: boolean;
  85954. distanceTo?: Vector3;
  85955. depthSortedFacets?: any;
  85956. }): void;
  85957. /** @hidden */
  85958. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  85959. /**
  85960. * Applies VertexData created from the imported parameters to the geometry
  85961. * @param parsedVertexData the parsed data from an imported file
  85962. * @param geometry the geometry to apply the VertexData to
  85963. */
  85964. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  85965. }
  85966. }
  85967. declare module BABYLON {
  85968. /**
  85969. * Defines a target to use with MorphTargetManager
  85970. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85971. */
  85972. export class MorphTarget implements IAnimatable {
  85973. /** defines the name of the target */
  85974. name: string;
  85975. /**
  85976. * Gets or sets the list of animations
  85977. */
  85978. animations: Animation[];
  85979. private _scene;
  85980. private _positions;
  85981. private _normals;
  85982. private _tangents;
  85983. private _uvs;
  85984. private _influence;
  85985. /**
  85986. * Observable raised when the influence changes
  85987. */
  85988. onInfluenceChanged: Observable<boolean>;
  85989. /** @hidden */
  85990. _onDataLayoutChanged: Observable<void>;
  85991. /**
  85992. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  85993. */
  85994. influence: number;
  85995. /**
  85996. * Gets or sets the id of the morph Target
  85997. */
  85998. id: string;
  85999. private _animationPropertiesOverride;
  86000. /**
  86001. * Gets or sets the animation properties override
  86002. */
  86003. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  86004. /**
  86005. * Creates a new MorphTarget
  86006. * @param name defines the name of the target
  86007. * @param influence defines the influence to use
  86008. * @param scene defines the scene the morphtarget belongs to
  86009. */
  86010. constructor(
  86011. /** defines the name of the target */
  86012. name: string, influence?: number, scene?: Nullable<Scene>);
  86013. /**
  86014. * Gets a boolean defining if the target contains position data
  86015. */
  86016. readonly hasPositions: boolean;
  86017. /**
  86018. * Gets a boolean defining if the target contains normal data
  86019. */
  86020. readonly hasNormals: boolean;
  86021. /**
  86022. * Gets a boolean defining if the target contains tangent data
  86023. */
  86024. readonly hasTangents: boolean;
  86025. /**
  86026. * Gets a boolean defining if the target contains texture coordinates data
  86027. */
  86028. readonly hasUVs: boolean;
  86029. /**
  86030. * Affects position data to this target
  86031. * @param data defines the position data to use
  86032. */
  86033. setPositions(data: Nullable<FloatArray>): void;
  86034. /**
  86035. * Gets the position data stored in this target
  86036. * @returns a FloatArray containing the position data (or null if not present)
  86037. */
  86038. getPositions(): Nullable<FloatArray>;
  86039. /**
  86040. * Affects normal data to this target
  86041. * @param data defines the normal data to use
  86042. */
  86043. setNormals(data: Nullable<FloatArray>): void;
  86044. /**
  86045. * Gets the normal data stored in this target
  86046. * @returns a FloatArray containing the normal data (or null if not present)
  86047. */
  86048. getNormals(): Nullable<FloatArray>;
  86049. /**
  86050. * Affects tangent data to this target
  86051. * @param data defines the tangent data to use
  86052. */
  86053. setTangents(data: Nullable<FloatArray>): void;
  86054. /**
  86055. * Gets the tangent data stored in this target
  86056. * @returns a FloatArray containing the tangent data (or null if not present)
  86057. */
  86058. getTangents(): Nullable<FloatArray>;
  86059. /**
  86060. * Affects texture coordinates data to this target
  86061. * @param data defines the texture coordinates data to use
  86062. */
  86063. setUVs(data: Nullable<FloatArray>): void;
  86064. /**
  86065. * Gets the texture coordinates data stored in this target
  86066. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  86067. */
  86068. getUVs(): Nullable<FloatArray>;
  86069. /**
  86070. * Serializes the current target into a Serialization object
  86071. * @returns the serialized object
  86072. */
  86073. serialize(): any;
  86074. /**
  86075. * Returns the string "MorphTarget"
  86076. * @returns "MorphTarget"
  86077. */
  86078. getClassName(): string;
  86079. /**
  86080. * Creates a new target from serialized data
  86081. * @param serializationObject defines the serialized data to use
  86082. * @returns a new MorphTarget
  86083. */
  86084. static Parse(serializationObject: any): MorphTarget;
  86085. /**
  86086. * Creates a MorphTarget from mesh data
  86087. * @param mesh defines the source mesh
  86088. * @param name defines the name to use for the new target
  86089. * @param influence defines the influence to attach to the target
  86090. * @returns a new MorphTarget
  86091. */
  86092. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  86093. }
  86094. }
  86095. declare module BABYLON {
  86096. /**
  86097. * This class is used to deform meshes using morphing between different targets
  86098. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86099. */
  86100. export class MorphTargetManager {
  86101. private _targets;
  86102. private _targetInfluenceChangedObservers;
  86103. private _targetDataLayoutChangedObservers;
  86104. private _activeTargets;
  86105. private _scene;
  86106. private _influences;
  86107. private _supportsNormals;
  86108. private _supportsTangents;
  86109. private _supportsUVs;
  86110. private _vertexCount;
  86111. private _uniqueId;
  86112. private _tempInfluences;
  86113. /**
  86114. * Gets or sets a boolean indicating if normals must be morphed
  86115. */
  86116. enableNormalMorphing: boolean;
  86117. /**
  86118. * Gets or sets a boolean indicating if tangents must be morphed
  86119. */
  86120. enableTangentMorphing: boolean;
  86121. /**
  86122. * Gets or sets a boolean indicating if UV must be morphed
  86123. */
  86124. enableUVMorphing: boolean;
  86125. /**
  86126. * Creates a new MorphTargetManager
  86127. * @param scene defines the current scene
  86128. */
  86129. constructor(scene?: Nullable<Scene>);
  86130. /**
  86131. * Gets the unique ID of this manager
  86132. */
  86133. readonly uniqueId: number;
  86134. /**
  86135. * Gets the number of vertices handled by this manager
  86136. */
  86137. readonly vertexCount: number;
  86138. /**
  86139. * Gets a boolean indicating if this manager supports morphing of normals
  86140. */
  86141. readonly supportsNormals: boolean;
  86142. /**
  86143. * Gets a boolean indicating if this manager supports morphing of tangents
  86144. */
  86145. readonly supportsTangents: boolean;
  86146. /**
  86147. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  86148. */
  86149. readonly supportsUVs: boolean;
  86150. /**
  86151. * Gets the number of targets stored in this manager
  86152. */
  86153. readonly numTargets: number;
  86154. /**
  86155. * Gets the number of influencers (ie. the number of targets with influences > 0)
  86156. */
  86157. readonly numInfluencers: number;
  86158. /**
  86159. * Gets the list of influences (one per target)
  86160. */
  86161. readonly influences: Float32Array;
  86162. /**
  86163. * Gets the active target at specified index. An active target is a target with an influence > 0
  86164. * @param index defines the index to check
  86165. * @returns the requested target
  86166. */
  86167. getActiveTarget(index: number): MorphTarget;
  86168. /**
  86169. * Gets the target at specified index
  86170. * @param index defines the index to check
  86171. * @returns the requested target
  86172. */
  86173. getTarget(index: number): MorphTarget;
  86174. /**
  86175. * Add a new target to this manager
  86176. * @param target defines the target to add
  86177. */
  86178. addTarget(target: MorphTarget): void;
  86179. /**
  86180. * Removes a target from the manager
  86181. * @param target defines the target to remove
  86182. */
  86183. removeTarget(target: MorphTarget): void;
  86184. /**
  86185. * Serializes the current manager into a Serialization object
  86186. * @returns the serialized object
  86187. */
  86188. serialize(): any;
  86189. private _syncActiveTargets;
  86190. /**
  86191. * Syncrhonize the targets with all the meshes using this morph target manager
  86192. */
  86193. synchronize(): void;
  86194. /**
  86195. * Creates a new MorphTargetManager from serialized data
  86196. * @param serializationObject defines the serialized data
  86197. * @param scene defines the hosting scene
  86198. * @returns the new MorphTargetManager
  86199. */
  86200. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  86201. }
  86202. }
  86203. declare module BABYLON {
  86204. /**
  86205. * Class used to represent a specific level of detail of a mesh
  86206. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86207. */
  86208. export class MeshLODLevel {
  86209. /** Defines the distance where this level should star being displayed */
  86210. distance: number;
  86211. /** Defines the mesh to use to render this level */
  86212. mesh: Nullable<Mesh>;
  86213. /**
  86214. * Creates a new LOD level
  86215. * @param distance defines the distance where this level should star being displayed
  86216. * @param mesh defines the mesh to use to render this level
  86217. */
  86218. constructor(
  86219. /** Defines the distance where this level should star being displayed */
  86220. distance: number,
  86221. /** Defines the mesh to use to render this level */
  86222. mesh: Nullable<Mesh>);
  86223. }
  86224. }
  86225. declare module BABYLON {
  86226. /**
  86227. * Mesh representing the gorund
  86228. */
  86229. export class GroundMesh extends Mesh {
  86230. /** If octree should be generated */
  86231. generateOctree: boolean;
  86232. private _heightQuads;
  86233. /** @hidden */
  86234. _subdivisionsX: number;
  86235. /** @hidden */
  86236. _subdivisionsY: number;
  86237. /** @hidden */
  86238. _width: number;
  86239. /** @hidden */
  86240. _height: number;
  86241. /** @hidden */
  86242. _minX: number;
  86243. /** @hidden */
  86244. _maxX: number;
  86245. /** @hidden */
  86246. _minZ: number;
  86247. /** @hidden */
  86248. _maxZ: number;
  86249. constructor(name: string, scene: Scene);
  86250. /**
  86251. * "GroundMesh"
  86252. * @returns "GroundMesh"
  86253. */
  86254. getClassName(): string;
  86255. /**
  86256. * The minimum of x and y subdivisions
  86257. */
  86258. readonly subdivisions: number;
  86259. /**
  86260. * X subdivisions
  86261. */
  86262. readonly subdivisionsX: number;
  86263. /**
  86264. * Y subdivisions
  86265. */
  86266. readonly subdivisionsY: number;
  86267. /**
  86268. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  86269. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  86270. * @param chunksCount the number of subdivisions for x and y
  86271. * @param octreeBlocksSize (Default: 32)
  86272. */
  86273. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  86274. /**
  86275. * Returns a height (y) value in the Worl system :
  86276. * the ground altitude at the coordinates (x, z) expressed in the World system.
  86277. * @param x x coordinate
  86278. * @param z z coordinate
  86279. * @returns the ground y position if (x, z) are outside the ground surface.
  86280. */
  86281. getHeightAtCoordinates(x: number, z: number): number;
  86282. /**
  86283. * Returns a normalized vector (Vector3) orthogonal to the ground
  86284. * at the ground coordinates (x, z) expressed in the World system.
  86285. * @param x x coordinate
  86286. * @param z z coordinate
  86287. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  86288. */
  86289. getNormalAtCoordinates(x: number, z: number): Vector3;
  86290. /**
  86291. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  86292. * at the ground coordinates (x, z) expressed in the World system.
  86293. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  86294. * @param x x coordinate
  86295. * @param z z coordinate
  86296. * @param ref vector to store the result
  86297. * @returns the GroundMesh.
  86298. */
  86299. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  86300. /**
  86301. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  86302. * if the ground has been updated.
  86303. * This can be used in the render loop.
  86304. * @returns the GroundMesh.
  86305. */
  86306. updateCoordinateHeights(): GroundMesh;
  86307. private _getFacetAt;
  86308. private _initHeightQuads;
  86309. private _computeHeightQuads;
  86310. /**
  86311. * Serializes this ground mesh
  86312. * @param serializationObject object to write serialization to
  86313. */
  86314. serialize(serializationObject: any): void;
  86315. /**
  86316. * Parses a serialized ground mesh
  86317. * @param parsedMesh the serialized mesh
  86318. * @param scene the scene to create the ground mesh in
  86319. * @returns the created ground mesh
  86320. */
  86321. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  86322. }
  86323. }
  86324. declare module BABYLON {
  86325. /**
  86326. * Interface for Physics-Joint data
  86327. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86328. */
  86329. export interface PhysicsJointData {
  86330. /**
  86331. * The main pivot of the joint
  86332. */
  86333. mainPivot?: Vector3;
  86334. /**
  86335. * The connected pivot of the joint
  86336. */
  86337. connectedPivot?: Vector3;
  86338. /**
  86339. * The main axis of the joint
  86340. */
  86341. mainAxis?: Vector3;
  86342. /**
  86343. * The connected axis of the joint
  86344. */
  86345. connectedAxis?: Vector3;
  86346. /**
  86347. * The collision of the joint
  86348. */
  86349. collision?: boolean;
  86350. /**
  86351. * Native Oimo/Cannon/Energy data
  86352. */
  86353. nativeParams?: any;
  86354. }
  86355. /**
  86356. * This is a holder class for the physics joint created by the physics plugin
  86357. * It holds a set of functions to control the underlying joint
  86358. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86359. */
  86360. export class PhysicsJoint {
  86361. /**
  86362. * The type of the physics joint
  86363. */
  86364. type: number;
  86365. /**
  86366. * The data for the physics joint
  86367. */
  86368. jointData: PhysicsJointData;
  86369. private _physicsJoint;
  86370. protected _physicsPlugin: IPhysicsEnginePlugin;
  86371. /**
  86372. * Initializes the physics joint
  86373. * @param type The type of the physics joint
  86374. * @param jointData The data for the physics joint
  86375. */
  86376. constructor(
  86377. /**
  86378. * The type of the physics joint
  86379. */
  86380. type: number,
  86381. /**
  86382. * The data for the physics joint
  86383. */
  86384. jointData: PhysicsJointData);
  86385. /**
  86386. * Gets the physics joint
  86387. */
  86388. /**
  86389. * Sets the physics joint
  86390. */
  86391. physicsJoint: any;
  86392. /**
  86393. * Sets the physics plugin
  86394. */
  86395. physicsPlugin: IPhysicsEnginePlugin;
  86396. /**
  86397. * Execute a function that is physics-plugin specific.
  86398. * @param {Function} func the function that will be executed.
  86399. * It accepts two parameters: the physics world and the physics joint
  86400. */
  86401. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  86402. /**
  86403. * Distance-Joint type
  86404. */
  86405. static DistanceJoint: number;
  86406. /**
  86407. * Hinge-Joint type
  86408. */
  86409. static HingeJoint: number;
  86410. /**
  86411. * Ball-and-Socket joint type
  86412. */
  86413. static BallAndSocketJoint: number;
  86414. /**
  86415. * Wheel-Joint type
  86416. */
  86417. static WheelJoint: number;
  86418. /**
  86419. * Slider-Joint type
  86420. */
  86421. static SliderJoint: number;
  86422. /**
  86423. * Prismatic-Joint type
  86424. */
  86425. static PrismaticJoint: number;
  86426. /**
  86427. * Universal-Joint type
  86428. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  86429. */
  86430. static UniversalJoint: number;
  86431. /**
  86432. * Hinge-Joint 2 type
  86433. */
  86434. static Hinge2Joint: number;
  86435. /**
  86436. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  86437. */
  86438. static PointToPointJoint: number;
  86439. /**
  86440. * Spring-Joint type
  86441. */
  86442. static SpringJoint: number;
  86443. /**
  86444. * Lock-Joint type
  86445. */
  86446. static LockJoint: number;
  86447. }
  86448. /**
  86449. * A class representing a physics distance joint
  86450. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86451. */
  86452. export class DistanceJoint extends PhysicsJoint {
  86453. /**
  86454. *
  86455. * @param jointData The data for the Distance-Joint
  86456. */
  86457. constructor(jointData: DistanceJointData);
  86458. /**
  86459. * Update the predefined distance.
  86460. * @param maxDistance The maximum preferred distance
  86461. * @param minDistance The minimum preferred distance
  86462. */
  86463. updateDistance(maxDistance: number, minDistance?: number): void;
  86464. }
  86465. /**
  86466. * Represents a Motor-Enabled Joint
  86467. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86468. */
  86469. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  86470. /**
  86471. * Initializes the Motor-Enabled Joint
  86472. * @param type The type of the joint
  86473. * @param jointData The physica joint data for the joint
  86474. */
  86475. constructor(type: number, jointData: PhysicsJointData);
  86476. /**
  86477. * Set the motor values.
  86478. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86479. * @param force the force to apply
  86480. * @param maxForce max force for this motor.
  86481. */
  86482. setMotor(force?: number, maxForce?: number): void;
  86483. /**
  86484. * Set the motor's limits.
  86485. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86486. * @param upperLimit The upper limit of the motor
  86487. * @param lowerLimit The lower limit of the motor
  86488. */
  86489. setLimit(upperLimit: number, lowerLimit?: number): void;
  86490. }
  86491. /**
  86492. * This class represents a single physics Hinge-Joint
  86493. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86494. */
  86495. export class HingeJoint extends MotorEnabledJoint {
  86496. /**
  86497. * Initializes the Hinge-Joint
  86498. * @param jointData The joint data for the Hinge-Joint
  86499. */
  86500. constructor(jointData: PhysicsJointData);
  86501. /**
  86502. * Set the motor values.
  86503. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86504. * @param {number} force the force to apply
  86505. * @param {number} maxForce max force for this motor.
  86506. */
  86507. setMotor(force?: number, maxForce?: number): void;
  86508. /**
  86509. * Set the motor's limits.
  86510. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86511. * @param upperLimit The upper limit of the motor
  86512. * @param lowerLimit The lower limit of the motor
  86513. */
  86514. setLimit(upperLimit: number, lowerLimit?: number): void;
  86515. }
  86516. /**
  86517. * This class represents a dual hinge physics joint (same as wheel joint)
  86518. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86519. */
  86520. export class Hinge2Joint extends MotorEnabledJoint {
  86521. /**
  86522. * Initializes the Hinge2-Joint
  86523. * @param jointData The joint data for the Hinge2-Joint
  86524. */
  86525. constructor(jointData: PhysicsJointData);
  86526. /**
  86527. * Set the motor values.
  86528. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86529. * @param {number} targetSpeed the speed the motor is to reach
  86530. * @param {number} maxForce max force for this motor.
  86531. * @param {motorIndex} the motor's index, 0 or 1.
  86532. */
  86533. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  86534. /**
  86535. * Set the motor limits.
  86536. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86537. * @param {number} upperLimit the upper limit
  86538. * @param {number} lowerLimit lower limit
  86539. * @param {motorIndex} the motor's index, 0 or 1.
  86540. */
  86541. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86542. }
  86543. /**
  86544. * Interface for a motor enabled joint
  86545. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86546. */
  86547. export interface IMotorEnabledJoint {
  86548. /**
  86549. * Physics joint
  86550. */
  86551. physicsJoint: any;
  86552. /**
  86553. * Sets the motor of the motor-enabled joint
  86554. * @param force The force of the motor
  86555. * @param maxForce The maximum force of the motor
  86556. * @param motorIndex The index of the motor
  86557. */
  86558. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  86559. /**
  86560. * Sets the limit of the motor
  86561. * @param upperLimit The upper limit of the motor
  86562. * @param lowerLimit The lower limit of the motor
  86563. * @param motorIndex The index of the motor
  86564. */
  86565. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86566. }
  86567. /**
  86568. * Joint data for a Distance-Joint
  86569. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86570. */
  86571. export interface DistanceJointData extends PhysicsJointData {
  86572. /**
  86573. * Max distance the 2 joint objects can be apart
  86574. */
  86575. maxDistance: number;
  86576. }
  86577. /**
  86578. * Joint data from a spring joint
  86579. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86580. */
  86581. export interface SpringJointData extends PhysicsJointData {
  86582. /**
  86583. * Length of the spring
  86584. */
  86585. length: number;
  86586. /**
  86587. * Stiffness of the spring
  86588. */
  86589. stiffness: number;
  86590. /**
  86591. * Damping of the spring
  86592. */
  86593. damping: number;
  86594. /** this callback will be called when applying the force to the impostors. */
  86595. forceApplicationCallback: () => void;
  86596. }
  86597. }
  86598. declare module BABYLON {
  86599. /**
  86600. * Holds the data for the raycast result
  86601. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86602. */
  86603. export class PhysicsRaycastResult {
  86604. private _hasHit;
  86605. private _hitDistance;
  86606. private _hitNormalWorld;
  86607. private _hitPointWorld;
  86608. private _rayFromWorld;
  86609. private _rayToWorld;
  86610. /**
  86611. * Gets if there was a hit
  86612. */
  86613. readonly hasHit: boolean;
  86614. /**
  86615. * Gets the distance from the hit
  86616. */
  86617. readonly hitDistance: number;
  86618. /**
  86619. * Gets the hit normal/direction in the world
  86620. */
  86621. readonly hitNormalWorld: Vector3;
  86622. /**
  86623. * Gets the hit point in the world
  86624. */
  86625. readonly hitPointWorld: Vector3;
  86626. /**
  86627. * Gets the ray "start point" of the ray in the world
  86628. */
  86629. readonly rayFromWorld: Vector3;
  86630. /**
  86631. * Gets the ray "end point" of the ray in the world
  86632. */
  86633. readonly rayToWorld: Vector3;
  86634. /**
  86635. * Sets the hit data (normal & point in world space)
  86636. * @param hitNormalWorld defines the normal in world space
  86637. * @param hitPointWorld defines the point in world space
  86638. */
  86639. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86640. /**
  86641. * Sets the distance from the start point to the hit point
  86642. * @param distance
  86643. */
  86644. setHitDistance(distance: number): void;
  86645. /**
  86646. * Calculates the distance manually
  86647. */
  86648. calculateHitDistance(): void;
  86649. /**
  86650. * Resets all the values to default
  86651. * @param from The from point on world space
  86652. * @param to The to point on world space
  86653. */
  86654. reset(from?: Vector3, to?: Vector3): void;
  86655. }
  86656. /**
  86657. * Interface for the size containing width and height
  86658. */
  86659. interface IXYZ {
  86660. /**
  86661. * X
  86662. */
  86663. x: number;
  86664. /**
  86665. * Y
  86666. */
  86667. y: number;
  86668. /**
  86669. * Z
  86670. */
  86671. z: number;
  86672. }
  86673. }
  86674. declare module BABYLON {
  86675. /**
  86676. * Interface used to describe a physics joint
  86677. */
  86678. export interface PhysicsImpostorJoint {
  86679. /** Defines the main impostor to which the joint is linked */
  86680. mainImpostor: PhysicsImpostor;
  86681. /** Defines the impostor that is connected to the main impostor using this joint */
  86682. connectedImpostor: PhysicsImpostor;
  86683. /** Defines the joint itself */
  86684. joint: PhysicsJoint;
  86685. }
  86686. /** @hidden */
  86687. export interface IPhysicsEnginePlugin {
  86688. world: any;
  86689. name: string;
  86690. setGravity(gravity: Vector3): void;
  86691. setTimeStep(timeStep: number): void;
  86692. getTimeStep(): number;
  86693. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  86694. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86695. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86696. generatePhysicsBody(impostor: PhysicsImpostor): void;
  86697. removePhysicsBody(impostor: PhysicsImpostor): void;
  86698. generateJoint(joint: PhysicsImpostorJoint): void;
  86699. removeJoint(joint: PhysicsImpostorJoint): void;
  86700. isSupported(): boolean;
  86701. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  86702. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  86703. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86704. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86705. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86706. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86707. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  86708. getBodyMass(impostor: PhysicsImpostor): number;
  86709. getBodyFriction(impostor: PhysicsImpostor): number;
  86710. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  86711. getBodyRestitution(impostor: PhysicsImpostor): number;
  86712. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  86713. getBodyPressure?(impostor: PhysicsImpostor): number;
  86714. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  86715. getBodyStiffness?(impostor: PhysicsImpostor): number;
  86716. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  86717. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  86718. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  86719. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  86720. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  86721. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86722. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86723. sleepBody(impostor: PhysicsImpostor): void;
  86724. wakeUpBody(impostor: PhysicsImpostor): void;
  86725. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86726. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  86727. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  86728. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86729. getRadius(impostor: PhysicsImpostor): number;
  86730. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  86731. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  86732. dispose(): void;
  86733. }
  86734. /**
  86735. * Interface used to define a physics engine
  86736. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  86737. */
  86738. export interface IPhysicsEngine {
  86739. /**
  86740. * Gets the gravity vector used by the simulation
  86741. */
  86742. gravity: Vector3;
  86743. /**
  86744. * Sets the gravity vector used by the simulation
  86745. * @param gravity defines the gravity vector to use
  86746. */
  86747. setGravity(gravity: Vector3): void;
  86748. /**
  86749. * Set the time step of the physics engine.
  86750. * Default is 1/60.
  86751. * To slow it down, enter 1/600 for example.
  86752. * To speed it up, 1/30
  86753. * @param newTimeStep the new timestep to apply to this world.
  86754. */
  86755. setTimeStep(newTimeStep: number): void;
  86756. /**
  86757. * Get the time step of the physics engine.
  86758. * @returns the current time step
  86759. */
  86760. getTimeStep(): number;
  86761. /**
  86762. * Release all resources
  86763. */
  86764. dispose(): void;
  86765. /**
  86766. * Gets the name of the current physics plugin
  86767. * @returns the name of the plugin
  86768. */
  86769. getPhysicsPluginName(): string;
  86770. /**
  86771. * Adding a new impostor for the impostor tracking.
  86772. * This will be done by the impostor itself.
  86773. * @param impostor the impostor to add
  86774. */
  86775. addImpostor(impostor: PhysicsImpostor): void;
  86776. /**
  86777. * Remove an impostor from the engine.
  86778. * This impostor and its mesh will not longer be updated by the physics engine.
  86779. * @param impostor the impostor to remove
  86780. */
  86781. removeImpostor(impostor: PhysicsImpostor): void;
  86782. /**
  86783. * Add a joint to the physics engine
  86784. * @param mainImpostor defines the main impostor to which the joint is added.
  86785. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  86786. * @param joint defines the joint that will connect both impostors.
  86787. */
  86788. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86789. /**
  86790. * Removes a joint from the simulation
  86791. * @param mainImpostor defines the impostor used with the joint
  86792. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  86793. * @param joint defines the joint to remove
  86794. */
  86795. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86796. /**
  86797. * Gets the current plugin used to run the simulation
  86798. * @returns current plugin
  86799. */
  86800. getPhysicsPlugin(): IPhysicsEnginePlugin;
  86801. /**
  86802. * Gets the list of physic impostors
  86803. * @returns an array of PhysicsImpostor
  86804. */
  86805. getImpostors(): Array<PhysicsImpostor>;
  86806. /**
  86807. * Gets the impostor for a physics enabled object
  86808. * @param object defines the object impersonated by the impostor
  86809. * @returns the PhysicsImpostor or null if not found
  86810. */
  86811. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86812. /**
  86813. * Gets the impostor for a physics body object
  86814. * @param body defines physics body used by the impostor
  86815. * @returns the PhysicsImpostor or null if not found
  86816. */
  86817. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  86818. /**
  86819. * Does a raycast in the physics world
  86820. * @param from when should the ray start?
  86821. * @param to when should the ray end?
  86822. * @returns PhysicsRaycastResult
  86823. */
  86824. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86825. /**
  86826. * Called by the scene. No need to call it.
  86827. * @param delta defines the timespam between frames
  86828. */
  86829. _step(delta: number): void;
  86830. }
  86831. }
  86832. declare module BABYLON {
  86833. /**
  86834. * The interface for the physics imposter parameters
  86835. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86836. */
  86837. export interface PhysicsImpostorParameters {
  86838. /**
  86839. * The mass of the physics imposter
  86840. */
  86841. mass: number;
  86842. /**
  86843. * The friction of the physics imposter
  86844. */
  86845. friction?: number;
  86846. /**
  86847. * The coefficient of restitution of the physics imposter
  86848. */
  86849. restitution?: number;
  86850. /**
  86851. * The native options of the physics imposter
  86852. */
  86853. nativeOptions?: any;
  86854. /**
  86855. * Specifies if the parent should be ignored
  86856. */
  86857. ignoreParent?: boolean;
  86858. /**
  86859. * Specifies if bi-directional transformations should be disabled
  86860. */
  86861. disableBidirectionalTransformation?: boolean;
  86862. /**
  86863. * The pressure inside the physics imposter, soft object only
  86864. */
  86865. pressure?: number;
  86866. /**
  86867. * The stiffness the physics imposter, soft object only
  86868. */
  86869. stiffness?: number;
  86870. /**
  86871. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  86872. */
  86873. velocityIterations?: number;
  86874. /**
  86875. * The number of iterations used in maintaining consistent vertex positions, soft object only
  86876. */
  86877. positionIterations?: number;
  86878. /**
  86879. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  86880. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  86881. * Add to fix multiple points
  86882. */
  86883. fixedPoints?: number;
  86884. /**
  86885. * The collision margin around a soft object
  86886. */
  86887. margin?: number;
  86888. /**
  86889. * The collision margin around a soft object
  86890. */
  86891. damping?: number;
  86892. /**
  86893. * The path for a rope based on an extrusion
  86894. */
  86895. path?: any;
  86896. /**
  86897. * The shape of an extrusion used for a rope based on an extrusion
  86898. */
  86899. shape?: any;
  86900. }
  86901. /**
  86902. * Interface for a physics-enabled object
  86903. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86904. */
  86905. export interface IPhysicsEnabledObject {
  86906. /**
  86907. * The position of the physics-enabled object
  86908. */
  86909. position: Vector3;
  86910. /**
  86911. * The rotation of the physics-enabled object
  86912. */
  86913. rotationQuaternion: Nullable<Quaternion>;
  86914. /**
  86915. * The scale of the physics-enabled object
  86916. */
  86917. scaling: Vector3;
  86918. /**
  86919. * The rotation of the physics-enabled object
  86920. */
  86921. rotation?: Vector3;
  86922. /**
  86923. * The parent of the physics-enabled object
  86924. */
  86925. parent?: any;
  86926. /**
  86927. * The bounding info of the physics-enabled object
  86928. * @returns The bounding info of the physics-enabled object
  86929. */
  86930. getBoundingInfo(): BoundingInfo;
  86931. /**
  86932. * Computes the world matrix
  86933. * @param force Specifies if the world matrix should be computed by force
  86934. * @returns A world matrix
  86935. */
  86936. computeWorldMatrix(force: boolean): Matrix;
  86937. /**
  86938. * Gets the world matrix
  86939. * @returns A world matrix
  86940. */
  86941. getWorldMatrix?(): Matrix;
  86942. /**
  86943. * Gets the child meshes
  86944. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  86945. * @returns An array of abstract meshes
  86946. */
  86947. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  86948. /**
  86949. * Gets the vertex data
  86950. * @param kind The type of vertex data
  86951. * @returns A nullable array of numbers, or a float32 array
  86952. */
  86953. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  86954. /**
  86955. * Gets the indices from the mesh
  86956. * @returns A nullable array of index arrays
  86957. */
  86958. getIndices?(): Nullable<IndicesArray>;
  86959. /**
  86960. * Gets the scene from the mesh
  86961. * @returns the indices array or null
  86962. */
  86963. getScene?(): Scene;
  86964. /**
  86965. * Gets the absolute position from the mesh
  86966. * @returns the absolute position
  86967. */
  86968. getAbsolutePosition(): Vector3;
  86969. /**
  86970. * Gets the absolute pivot point from the mesh
  86971. * @returns the absolute pivot point
  86972. */
  86973. getAbsolutePivotPoint(): Vector3;
  86974. /**
  86975. * Rotates the mesh
  86976. * @param axis The axis of rotation
  86977. * @param amount The amount of rotation
  86978. * @param space The space of the rotation
  86979. * @returns The rotation transform node
  86980. */
  86981. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  86982. /**
  86983. * Translates the mesh
  86984. * @param axis The axis of translation
  86985. * @param distance The distance of translation
  86986. * @param space The space of the translation
  86987. * @returns The transform node
  86988. */
  86989. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  86990. /**
  86991. * Sets the absolute position of the mesh
  86992. * @param absolutePosition The absolute position of the mesh
  86993. * @returns The transform node
  86994. */
  86995. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86996. /**
  86997. * Gets the class name of the mesh
  86998. * @returns The class name
  86999. */
  87000. getClassName(): string;
  87001. }
  87002. /**
  87003. * Represents a physics imposter
  87004. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87005. */
  87006. export class PhysicsImpostor {
  87007. /**
  87008. * The physics-enabled object used as the physics imposter
  87009. */
  87010. object: IPhysicsEnabledObject;
  87011. /**
  87012. * The type of the physics imposter
  87013. */
  87014. type: number;
  87015. private _options;
  87016. private _scene?;
  87017. /**
  87018. * The default object size of the imposter
  87019. */
  87020. static DEFAULT_OBJECT_SIZE: Vector3;
  87021. /**
  87022. * The identity quaternion of the imposter
  87023. */
  87024. static IDENTITY_QUATERNION: Quaternion;
  87025. /** @hidden */
  87026. _pluginData: any;
  87027. private _physicsEngine;
  87028. private _physicsBody;
  87029. private _bodyUpdateRequired;
  87030. private _onBeforePhysicsStepCallbacks;
  87031. private _onAfterPhysicsStepCallbacks;
  87032. /** @hidden */
  87033. _onPhysicsCollideCallbacks: Array<{
  87034. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  87035. otherImpostors: Array<PhysicsImpostor>;
  87036. }>;
  87037. private _deltaPosition;
  87038. private _deltaRotation;
  87039. private _deltaRotationConjugated;
  87040. /** @hidden */
  87041. _isFromLine: boolean;
  87042. private _parent;
  87043. private _isDisposed;
  87044. private static _tmpVecs;
  87045. private static _tmpQuat;
  87046. /**
  87047. * Specifies if the physics imposter is disposed
  87048. */
  87049. readonly isDisposed: boolean;
  87050. /**
  87051. * Gets the mass of the physics imposter
  87052. */
  87053. mass: number;
  87054. /**
  87055. * Gets the coefficient of friction
  87056. */
  87057. /**
  87058. * Sets the coefficient of friction
  87059. */
  87060. friction: number;
  87061. /**
  87062. * Gets the coefficient of restitution
  87063. */
  87064. /**
  87065. * Sets the coefficient of restitution
  87066. */
  87067. restitution: number;
  87068. /**
  87069. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  87070. */
  87071. /**
  87072. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  87073. */
  87074. pressure: number;
  87075. /**
  87076. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87077. */
  87078. /**
  87079. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87080. */
  87081. stiffness: number;
  87082. /**
  87083. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87084. */
  87085. /**
  87086. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87087. */
  87088. velocityIterations: number;
  87089. /**
  87090. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87091. */
  87092. /**
  87093. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87094. */
  87095. positionIterations: number;
  87096. /**
  87097. * The unique id of the physics imposter
  87098. * set by the physics engine when adding this impostor to the array
  87099. */
  87100. uniqueId: number;
  87101. /**
  87102. * @hidden
  87103. */
  87104. soft: boolean;
  87105. /**
  87106. * @hidden
  87107. */
  87108. segments: number;
  87109. private _joints;
  87110. /**
  87111. * Initializes the physics imposter
  87112. * @param object The physics-enabled object used as the physics imposter
  87113. * @param type The type of the physics imposter
  87114. * @param _options The options for the physics imposter
  87115. * @param _scene The Babylon scene
  87116. */
  87117. constructor(
  87118. /**
  87119. * The physics-enabled object used as the physics imposter
  87120. */
  87121. object: IPhysicsEnabledObject,
  87122. /**
  87123. * The type of the physics imposter
  87124. */
  87125. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  87126. /**
  87127. * This function will completly initialize this impostor.
  87128. * It will create a new body - but only if this mesh has no parent.
  87129. * If it has, this impostor will not be used other than to define the impostor
  87130. * of the child mesh.
  87131. * @hidden
  87132. */
  87133. _init(): void;
  87134. private _getPhysicsParent;
  87135. /**
  87136. * Should a new body be generated.
  87137. * @returns boolean specifying if body initialization is required
  87138. */
  87139. isBodyInitRequired(): boolean;
  87140. /**
  87141. * Sets the updated scaling
  87142. * @param updated Specifies if the scaling is updated
  87143. */
  87144. setScalingUpdated(): void;
  87145. /**
  87146. * Force a regeneration of this or the parent's impostor's body.
  87147. * Use under cautious - This will remove all joints already implemented.
  87148. */
  87149. forceUpdate(): void;
  87150. /**
  87151. * Gets the body that holds this impostor. Either its own, or its parent.
  87152. */
  87153. /**
  87154. * Set the physics body. Used mainly by the physics engine/plugin
  87155. */
  87156. physicsBody: any;
  87157. /**
  87158. * Get the parent of the physics imposter
  87159. * @returns Physics imposter or null
  87160. */
  87161. /**
  87162. * Sets the parent of the physics imposter
  87163. */
  87164. parent: Nullable<PhysicsImpostor>;
  87165. /**
  87166. * Resets the update flags
  87167. */
  87168. resetUpdateFlags(): void;
  87169. /**
  87170. * Gets the object extend size
  87171. * @returns the object extend size
  87172. */
  87173. getObjectExtendSize(): Vector3;
  87174. /**
  87175. * Gets the object center
  87176. * @returns The object center
  87177. */
  87178. getObjectCenter(): Vector3;
  87179. /**
  87180. * Get a specific parametes from the options parameter
  87181. * @param paramName The object parameter name
  87182. * @returns The object parameter
  87183. */
  87184. getParam(paramName: string): any;
  87185. /**
  87186. * Sets a specific parameter in the options given to the physics plugin
  87187. * @param paramName The parameter name
  87188. * @param value The value of the parameter
  87189. */
  87190. setParam(paramName: string, value: number): void;
  87191. /**
  87192. * Specifically change the body's mass option. Won't recreate the physics body object
  87193. * @param mass The mass of the physics imposter
  87194. */
  87195. setMass(mass: number): void;
  87196. /**
  87197. * Gets the linear velocity
  87198. * @returns linear velocity or null
  87199. */
  87200. getLinearVelocity(): Nullable<Vector3>;
  87201. /**
  87202. * Sets the linear velocity
  87203. * @param velocity linear velocity or null
  87204. */
  87205. setLinearVelocity(velocity: Nullable<Vector3>): void;
  87206. /**
  87207. * Gets the angular velocity
  87208. * @returns angular velocity or null
  87209. */
  87210. getAngularVelocity(): Nullable<Vector3>;
  87211. /**
  87212. * Sets the angular velocity
  87213. * @param velocity The velocity or null
  87214. */
  87215. setAngularVelocity(velocity: Nullable<Vector3>): void;
  87216. /**
  87217. * Execute a function with the physics plugin native code
  87218. * Provide a function the will have two variables - the world object and the physics body object
  87219. * @param func The function to execute with the physics plugin native code
  87220. */
  87221. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  87222. /**
  87223. * Register a function that will be executed before the physics world is stepping forward
  87224. * @param func The function to execute before the physics world is stepped forward
  87225. */
  87226. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87227. /**
  87228. * Unregister a function that will be executed before the physics world is stepping forward
  87229. * @param func The function to execute before the physics world is stepped forward
  87230. */
  87231. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87232. /**
  87233. * Register a function that will be executed after the physics step
  87234. * @param func The function to execute after physics step
  87235. */
  87236. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87237. /**
  87238. * Unregisters a function that will be executed after the physics step
  87239. * @param func The function to execute after physics step
  87240. */
  87241. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87242. /**
  87243. * register a function that will be executed when this impostor collides against a different body
  87244. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  87245. * @param func Callback that is executed on collision
  87246. */
  87247. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  87248. /**
  87249. * Unregisters the physics imposter on contact
  87250. * @param collideAgainst The physics object to collide against
  87251. * @param func Callback to execute on collision
  87252. */
  87253. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  87254. private _tmpQuat;
  87255. private _tmpQuat2;
  87256. /**
  87257. * Get the parent rotation
  87258. * @returns The parent rotation
  87259. */
  87260. getParentsRotation(): Quaternion;
  87261. /**
  87262. * this function is executed by the physics engine.
  87263. */
  87264. beforeStep: () => void;
  87265. /**
  87266. * this function is executed by the physics engine
  87267. */
  87268. afterStep: () => void;
  87269. /**
  87270. * Legacy collision detection event support
  87271. */
  87272. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  87273. /**
  87274. * event and body object due to cannon's event-based architecture.
  87275. */
  87276. onCollide: (e: {
  87277. body: any;
  87278. }) => void;
  87279. /**
  87280. * Apply a force
  87281. * @param force The force to apply
  87282. * @param contactPoint The contact point for the force
  87283. * @returns The physics imposter
  87284. */
  87285. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87286. /**
  87287. * Apply an impulse
  87288. * @param force The impulse force
  87289. * @param contactPoint The contact point for the impulse force
  87290. * @returns The physics imposter
  87291. */
  87292. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87293. /**
  87294. * A help function to create a joint
  87295. * @param otherImpostor A physics imposter used to create a joint
  87296. * @param jointType The type of joint
  87297. * @param jointData The data for the joint
  87298. * @returns The physics imposter
  87299. */
  87300. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  87301. /**
  87302. * Add a joint to this impostor with a different impostor
  87303. * @param otherImpostor A physics imposter used to add a joint
  87304. * @param joint The joint to add
  87305. * @returns The physics imposter
  87306. */
  87307. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  87308. /**
  87309. * Add an anchor to a cloth impostor
  87310. * @param otherImpostor rigid impostor to anchor to
  87311. * @param width ratio across width from 0 to 1
  87312. * @param height ratio up height from 0 to 1
  87313. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  87314. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  87315. * @returns impostor the soft imposter
  87316. */
  87317. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87318. /**
  87319. * Add a hook to a rope impostor
  87320. * @param otherImpostor rigid impostor to anchor to
  87321. * @param length ratio across rope from 0 to 1
  87322. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  87323. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  87324. * @returns impostor the rope imposter
  87325. */
  87326. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87327. /**
  87328. * Will keep this body still, in a sleep mode.
  87329. * @returns the physics imposter
  87330. */
  87331. sleep(): PhysicsImpostor;
  87332. /**
  87333. * Wake the body up.
  87334. * @returns The physics imposter
  87335. */
  87336. wakeUp(): PhysicsImpostor;
  87337. /**
  87338. * Clones the physics imposter
  87339. * @param newObject The physics imposter clones to this physics-enabled object
  87340. * @returns A nullable physics imposter
  87341. */
  87342. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87343. /**
  87344. * Disposes the physics imposter
  87345. */
  87346. dispose(): void;
  87347. /**
  87348. * Sets the delta position
  87349. * @param position The delta position amount
  87350. */
  87351. setDeltaPosition(position: Vector3): void;
  87352. /**
  87353. * Sets the delta rotation
  87354. * @param rotation The delta rotation amount
  87355. */
  87356. setDeltaRotation(rotation: Quaternion): void;
  87357. /**
  87358. * Gets the box size of the physics imposter and stores the result in the input parameter
  87359. * @param result Stores the box size
  87360. * @returns The physics imposter
  87361. */
  87362. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87363. /**
  87364. * Gets the radius of the physics imposter
  87365. * @returns Radius of the physics imposter
  87366. */
  87367. getRadius(): number;
  87368. /**
  87369. * Sync a bone with this impostor
  87370. * @param bone The bone to sync to the impostor.
  87371. * @param boneMesh The mesh that the bone is influencing.
  87372. * @param jointPivot The pivot of the joint / bone in local space.
  87373. * @param distToJoint Optional distance from the impostor to the joint.
  87374. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87375. */
  87376. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  87377. /**
  87378. * Sync impostor to a bone
  87379. * @param bone The bone that the impostor will be synced to.
  87380. * @param boneMesh The mesh that the bone is influencing.
  87381. * @param jointPivot The pivot of the joint / bone in local space.
  87382. * @param distToJoint Optional distance from the impostor to the joint.
  87383. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87384. * @param boneAxis Optional vector3 axis the bone is aligned with
  87385. */
  87386. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  87387. /**
  87388. * No-Imposter type
  87389. */
  87390. static NoImpostor: number;
  87391. /**
  87392. * Sphere-Imposter type
  87393. */
  87394. static SphereImpostor: number;
  87395. /**
  87396. * Box-Imposter type
  87397. */
  87398. static BoxImpostor: number;
  87399. /**
  87400. * Plane-Imposter type
  87401. */
  87402. static PlaneImpostor: number;
  87403. /**
  87404. * Mesh-imposter type
  87405. */
  87406. static MeshImpostor: number;
  87407. /**
  87408. * Capsule-Impostor type (Ammo.js plugin only)
  87409. */
  87410. static CapsuleImpostor: number;
  87411. /**
  87412. * Cylinder-Imposter type
  87413. */
  87414. static CylinderImpostor: number;
  87415. /**
  87416. * Particle-Imposter type
  87417. */
  87418. static ParticleImpostor: number;
  87419. /**
  87420. * Heightmap-Imposter type
  87421. */
  87422. static HeightmapImpostor: number;
  87423. /**
  87424. * ConvexHull-Impostor type (Ammo.js plugin only)
  87425. */
  87426. static ConvexHullImpostor: number;
  87427. /**
  87428. * Rope-Imposter type
  87429. */
  87430. static RopeImpostor: number;
  87431. /**
  87432. * Cloth-Imposter type
  87433. */
  87434. static ClothImpostor: number;
  87435. /**
  87436. * Softbody-Imposter type
  87437. */
  87438. static SoftbodyImpostor: number;
  87439. }
  87440. }
  87441. declare module BABYLON {
  87442. /**
  87443. * @hidden
  87444. **/
  87445. export class _CreationDataStorage {
  87446. closePath?: boolean;
  87447. closeArray?: boolean;
  87448. idx: number[];
  87449. dashSize: number;
  87450. gapSize: number;
  87451. path3D: Path3D;
  87452. pathArray: Vector3[][];
  87453. arc: number;
  87454. radius: number;
  87455. cap: number;
  87456. tessellation: number;
  87457. }
  87458. /**
  87459. * @hidden
  87460. **/
  87461. class _InstanceDataStorage {
  87462. visibleInstances: any;
  87463. batchCache: _InstancesBatch;
  87464. instancesBufferSize: number;
  87465. instancesBuffer: Nullable<Buffer>;
  87466. instancesData: Float32Array;
  87467. overridenInstanceCount: number;
  87468. isFrozen: boolean;
  87469. previousBatch: Nullable<_InstancesBatch>;
  87470. hardwareInstancedRendering: boolean;
  87471. sideOrientation: number;
  87472. }
  87473. /**
  87474. * @hidden
  87475. **/
  87476. export class _InstancesBatch {
  87477. mustReturn: boolean;
  87478. visibleInstances: Nullable<InstancedMesh[]>[];
  87479. renderSelf: boolean[];
  87480. hardwareInstancedRendering: boolean[];
  87481. }
  87482. /**
  87483. * Class used to represent renderable models
  87484. */
  87485. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  87486. /**
  87487. * Mesh side orientation : usually the external or front surface
  87488. */
  87489. static readonly FRONTSIDE: number;
  87490. /**
  87491. * Mesh side orientation : usually the internal or back surface
  87492. */
  87493. static readonly BACKSIDE: number;
  87494. /**
  87495. * Mesh side orientation : both internal and external or front and back surfaces
  87496. */
  87497. static readonly DOUBLESIDE: number;
  87498. /**
  87499. * Mesh side orientation : by default, `FRONTSIDE`
  87500. */
  87501. static readonly DEFAULTSIDE: number;
  87502. /**
  87503. * Mesh cap setting : no cap
  87504. */
  87505. static readonly NO_CAP: number;
  87506. /**
  87507. * Mesh cap setting : one cap at the beginning of the mesh
  87508. */
  87509. static readonly CAP_START: number;
  87510. /**
  87511. * Mesh cap setting : one cap at the end of the mesh
  87512. */
  87513. static readonly CAP_END: number;
  87514. /**
  87515. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  87516. */
  87517. static readonly CAP_ALL: number;
  87518. /**
  87519. * Mesh pattern setting : no flip or rotate
  87520. */
  87521. static readonly NO_FLIP: number;
  87522. /**
  87523. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  87524. */
  87525. static readonly FLIP_TILE: number;
  87526. /**
  87527. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  87528. */
  87529. static readonly ROTATE_TILE: number;
  87530. /**
  87531. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  87532. */
  87533. static readonly FLIP_ROW: number;
  87534. /**
  87535. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  87536. */
  87537. static readonly ROTATE_ROW: number;
  87538. /**
  87539. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  87540. */
  87541. static readonly FLIP_N_ROTATE_TILE: number;
  87542. /**
  87543. * Mesh pattern setting : rotate pattern and rotate
  87544. */
  87545. static readonly FLIP_N_ROTATE_ROW: number;
  87546. /**
  87547. * Mesh tile positioning : part tiles same on left/right or top/bottom
  87548. */
  87549. static readonly CENTER: number;
  87550. /**
  87551. * Mesh tile positioning : part tiles on left
  87552. */
  87553. static readonly LEFT: number;
  87554. /**
  87555. * Mesh tile positioning : part tiles on right
  87556. */
  87557. static readonly RIGHT: number;
  87558. /**
  87559. * Mesh tile positioning : part tiles on top
  87560. */
  87561. static readonly TOP: number;
  87562. /**
  87563. * Mesh tile positioning : part tiles on bottom
  87564. */
  87565. static readonly BOTTOM: number;
  87566. /**
  87567. * Gets the default side orientation.
  87568. * @param orientation the orientation to value to attempt to get
  87569. * @returns the default orientation
  87570. * @hidden
  87571. */
  87572. static _GetDefaultSideOrientation(orientation?: number): number;
  87573. private _internalMeshDataInfo;
  87574. /**
  87575. * An event triggered before rendering the mesh
  87576. */
  87577. readonly onBeforeRenderObservable: Observable<Mesh>;
  87578. /**
  87579. * An event triggered before binding the mesh
  87580. */
  87581. readonly onBeforeBindObservable: Observable<Mesh>;
  87582. /**
  87583. * An event triggered after rendering the mesh
  87584. */
  87585. readonly onAfterRenderObservable: Observable<Mesh>;
  87586. /**
  87587. * An event triggered before drawing the mesh
  87588. */
  87589. readonly onBeforeDrawObservable: Observable<Mesh>;
  87590. private _onBeforeDrawObserver;
  87591. /**
  87592. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  87593. */
  87594. onBeforeDraw: () => void;
  87595. /**
  87596. * Gets the delay loading state of the mesh (when delay loading is turned on)
  87597. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  87598. */
  87599. delayLoadState: number;
  87600. /**
  87601. * Gets the list of instances created from this mesh
  87602. * it is not supposed to be modified manually.
  87603. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  87604. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87605. */
  87606. instances: InstancedMesh[];
  87607. /**
  87608. * Gets the file containing delay loading data for this mesh
  87609. */
  87610. delayLoadingFile: string;
  87611. /** @hidden */
  87612. _binaryInfo: any;
  87613. /**
  87614. * User defined function used to change how LOD level selection is done
  87615. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87616. */
  87617. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87618. /**
  87619. * Gets or sets the morph target manager
  87620. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87621. */
  87622. morphTargetManager: Nullable<MorphTargetManager>;
  87623. /** @hidden */
  87624. _creationDataStorage: Nullable<_CreationDataStorage>;
  87625. /** @hidden */
  87626. _geometry: Nullable<Geometry>;
  87627. /** @hidden */
  87628. _delayInfo: Array<string>;
  87629. /** @hidden */
  87630. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87631. /** @hidden */
  87632. _instanceDataStorage: _InstanceDataStorage;
  87633. private _effectiveMaterial;
  87634. /** @hidden */
  87635. _shouldGenerateFlatShading: boolean;
  87636. /** @hidden */
  87637. _originalBuilderSideOrientation: number;
  87638. /**
  87639. * Use this property to change the original side orientation defined at construction time
  87640. */
  87641. overrideMaterialSideOrientation: Nullable<number>;
  87642. /**
  87643. * Gets the source mesh (the one used to clone this one from)
  87644. */
  87645. readonly source: Nullable<Mesh>;
  87646. /**
  87647. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87648. */
  87649. isUnIndexed: boolean;
  87650. /**
  87651. * @constructor
  87652. * @param name The value used by scene.getMeshByName() to do a lookup.
  87653. * @param scene The scene to add this mesh to.
  87654. * @param parent The parent of this mesh, if it has one
  87655. * @param source An optional Mesh from which geometry is shared, cloned.
  87656. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87657. * When false, achieved by calling a clone(), also passing False.
  87658. * This will make creation of children, recursive.
  87659. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87660. */
  87661. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87662. /**
  87663. * Gets the class name
  87664. * @returns the string "Mesh".
  87665. */
  87666. getClassName(): string;
  87667. /** @hidden */
  87668. readonly _isMesh: boolean;
  87669. /**
  87670. * Returns a description of this mesh
  87671. * @param fullDetails define if full details about this mesh must be used
  87672. * @returns a descriptive string representing this mesh
  87673. */
  87674. toString(fullDetails?: boolean): string;
  87675. /** @hidden */
  87676. _unBindEffect(): void;
  87677. /**
  87678. * Gets a boolean indicating if this mesh has LOD
  87679. */
  87680. readonly hasLODLevels: boolean;
  87681. /**
  87682. * Gets the list of MeshLODLevel associated with the current mesh
  87683. * @returns an array of MeshLODLevel
  87684. */
  87685. getLODLevels(): MeshLODLevel[];
  87686. private _sortLODLevels;
  87687. /**
  87688. * Add a mesh as LOD level triggered at the given distance.
  87689. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87690. * @param distance The distance from the center of the object to show this level
  87691. * @param mesh The mesh to be added as LOD level (can be null)
  87692. * @return This mesh (for chaining)
  87693. */
  87694. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  87695. /**
  87696. * Returns the LOD level mesh at the passed distance or null if not found.
  87697. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87698. * @param distance The distance from the center of the object to show this level
  87699. * @returns a Mesh or `null`
  87700. */
  87701. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  87702. /**
  87703. * Remove a mesh from the LOD array
  87704. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87705. * @param mesh defines the mesh to be removed
  87706. * @return This mesh (for chaining)
  87707. */
  87708. removeLODLevel(mesh: Mesh): Mesh;
  87709. /**
  87710. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  87711. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87712. * @param camera defines the camera to use to compute distance
  87713. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  87714. * @return This mesh (for chaining)
  87715. */
  87716. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  87717. /**
  87718. * Gets the mesh internal Geometry object
  87719. */
  87720. readonly geometry: Nullable<Geometry>;
  87721. /**
  87722. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  87723. * @returns the total number of vertices
  87724. */
  87725. getTotalVertices(): number;
  87726. /**
  87727. * Returns the content of an associated vertex buffer
  87728. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87729. * - VertexBuffer.PositionKind
  87730. * - VertexBuffer.UVKind
  87731. * - VertexBuffer.UV2Kind
  87732. * - VertexBuffer.UV3Kind
  87733. * - VertexBuffer.UV4Kind
  87734. * - VertexBuffer.UV5Kind
  87735. * - VertexBuffer.UV6Kind
  87736. * - VertexBuffer.ColorKind
  87737. * - VertexBuffer.MatricesIndicesKind
  87738. * - VertexBuffer.MatricesIndicesExtraKind
  87739. * - VertexBuffer.MatricesWeightsKind
  87740. * - VertexBuffer.MatricesWeightsExtraKind
  87741. * @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
  87742. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  87743. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  87744. */
  87745. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  87746. /**
  87747. * Returns the mesh VertexBuffer object from the requested `kind`
  87748. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87749. * - VertexBuffer.PositionKind
  87750. * - VertexBuffer.NormalKind
  87751. * - VertexBuffer.UVKind
  87752. * - VertexBuffer.UV2Kind
  87753. * - VertexBuffer.UV3Kind
  87754. * - VertexBuffer.UV4Kind
  87755. * - VertexBuffer.UV5Kind
  87756. * - VertexBuffer.UV6Kind
  87757. * - VertexBuffer.ColorKind
  87758. * - VertexBuffer.MatricesIndicesKind
  87759. * - VertexBuffer.MatricesIndicesExtraKind
  87760. * - VertexBuffer.MatricesWeightsKind
  87761. * - VertexBuffer.MatricesWeightsExtraKind
  87762. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  87763. */
  87764. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  87765. /**
  87766. * Tests if a specific vertex buffer is associated with this mesh
  87767. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87768. * - VertexBuffer.PositionKind
  87769. * - VertexBuffer.NormalKind
  87770. * - VertexBuffer.UVKind
  87771. * - VertexBuffer.UV2Kind
  87772. * - VertexBuffer.UV3Kind
  87773. * - VertexBuffer.UV4Kind
  87774. * - VertexBuffer.UV5Kind
  87775. * - VertexBuffer.UV6Kind
  87776. * - VertexBuffer.ColorKind
  87777. * - VertexBuffer.MatricesIndicesKind
  87778. * - VertexBuffer.MatricesIndicesExtraKind
  87779. * - VertexBuffer.MatricesWeightsKind
  87780. * - VertexBuffer.MatricesWeightsExtraKind
  87781. * @returns a boolean
  87782. */
  87783. isVerticesDataPresent(kind: string): boolean;
  87784. /**
  87785. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  87786. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87787. * - VertexBuffer.PositionKind
  87788. * - VertexBuffer.UVKind
  87789. * - VertexBuffer.UV2Kind
  87790. * - VertexBuffer.UV3Kind
  87791. * - VertexBuffer.UV4Kind
  87792. * - VertexBuffer.UV5Kind
  87793. * - VertexBuffer.UV6Kind
  87794. * - VertexBuffer.ColorKind
  87795. * - VertexBuffer.MatricesIndicesKind
  87796. * - VertexBuffer.MatricesIndicesExtraKind
  87797. * - VertexBuffer.MatricesWeightsKind
  87798. * - VertexBuffer.MatricesWeightsExtraKind
  87799. * @returns a boolean
  87800. */
  87801. isVertexBufferUpdatable(kind: string): boolean;
  87802. /**
  87803. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  87804. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87805. * - VertexBuffer.PositionKind
  87806. * - VertexBuffer.NormalKind
  87807. * - VertexBuffer.UVKind
  87808. * - VertexBuffer.UV2Kind
  87809. * - VertexBuffer.UV3Kind
  87810. * - VertexBuffer.UV4Kind
  87811. * - VertexBuffer.UV5Kind
  87812. * - VertexBuffer.UV6Kind
  87813. * - VertexBuffer.ColorKind
  87814. * - VertexBuffer.MatricesIndicesKind
  87815. * - VertexBuffer.MatricesIndicesExtraKind
  87816. * - VertexBuffer.MatricesWeightsKind
  87817. * - VertexBuffer.MatricesWeightsExtraKind
  87818. * @returns an array of strings
  87819. */
  87820. getVerticesDataKinds(): string[];
  87821. /**
  87822. * Returns a positive integer : the total number of indices in this mesh geometry.
  87823. * @returns the numner of indices or zero if the mesh has no geometry.
  87824. */
  87825. getTotalIndices(): number;
  87826. /**
  87827. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87828. * @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.
  87829. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  87830. * @returns the indices array or an empty array if the mesh has no geometry
  87831. */
  87832. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  87833. readonly isBlocked: boolean;
  87834. /**
  87835. * Determine if the current mesh is ready to be rendered
  87836. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87837. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  87838. * @returns true if all associated assets are ready (material, textures, shaders)
  87839. */
  87840. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  87841. /**
  87842. * 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.
  87843. */
  87844. readonly areNormalsFrozen: boolean;
  87845. /**
  87846. * 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.
  87847. * @returns the current mesh
  87848. */
  87849. freezeNormals(): Mesh;
  87850. /**
  87851. * 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
  87852. * @returns the current mesh
  87853. */
  87854. unfreezeNormals(): Mesh;
  87855. /**
  87856. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  87857. */
  87858. overridenInstanceCount: number;
  87859. /** @hidden */
  87860. _preActivate(): Mesh;
  87861. /** @hidden */
  87862. _preActivateForIntermediateRendering(renderId: number): Mesh;
  87863. /** @hidden */
  87864. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  87865. /**
  87866. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87867. * This means the mesh underlying bounding box and sphere are recomputed.
  87868. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87869. * @returns the current mesh
  87870. */
  87871. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  87872. /** @hidden */
  87873. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  87874. /**
  87875. * This function will subdivide the mesh into multiple submeshes
  87876. * @param count defines the expected number of submeshes
  87877. */
  87878. subdivide(count: number): void;
  87879. /**
  87880. * Copy a FloatArray into a specific associated vertex buffer
  87881. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87882. * - VertexBuffer.PositionKind
  87883. * - VertexBuffer.UVKind
  87884. * - VertexBuffer.UV2Kind
  87885. * - VertexBuffer.UV3Kind
  87886. * - VertexBuffer.UV4Kind
  87887. * - VertexBuffer.UV5Kind
  87888. * - VertexBuffer.UV6Kind
  87889. * - VertexBuffer.ColorKind
  87890. * - VertexBuffer.MatricesIndicesKind
  87891. * - VertexBuffer.MatricesIndicesExtraKind
  87892. * - VertexBuffer.MatricesWeightsKind
  87893. * - VertexBuffer.MatricesWeightsExtraKind
  87894. * @param data defines the data source
  87895. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87896. * @param stride defines the data stride size (can be null)
  87897. * @returns the current mesh
  87898. */
  87899. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  87900. /**
  87901. * Flags an associated vertex buffer as updatable
  87902. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  87903. * - VertexBuffer.PositionKind
  87904. * - VertexBuffer.UVKind
  87905. * - VertexBuffer.UV2Kind
  87906. * - VertexBuffer.UV3Kind
  87907. * - VertexBuffer.UV4Kind
  87908. * - VertexBuffer.UV5Kind
  87909. * - VertexBuffer.UV6Kind
  87910. * - VertexBuffer.ColorKind
  87911. * - VertexBuffer.MatricesIndicesKind
  87912. * - VertexBuffer.MatricesIndicesExtraKind
  87913. * - VertexBuffer.MatricesWeightsKind
  87914. * - VertexBuffer.MatricesWeightsExtraKind
  87915. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87916. */
  87917. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  87918. /**
  87919. * Sets the mesh global Vertex Buffer
  87920. * @param buffer defines the buffer to use
  87921. * @returns the current mesh
  87922. */
  87923. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  87924. /**
  87925. * Update a specific associated vertex buffer
  87926. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87927. * - VertexBuffer.PositionKind
  87928. * - VertexBuffer.UVKind
  87929. * - VertexBuffer.UV2Kind
  87930. * - VertexBuffer.UV3Kind
  87931. * - VertexBuffer.UV4Kind
  87932. * - VertexBuffer.UV5Kind
  87933. * - VertexBuffer.UV6Kind
  87934. * - VertexBuffer.ColorKind
  87935. * - VertexBuffer.MatricesIndicesKind
  87936. * - VertexBuffer.MatricesIndicesExtraKind
  87937. * - VertexBuffer.MatricesWeightsKind
  87938. * - VertexBuffer.MatricesWeightsExtraKind
  87939. * @param data defines the data source
  87940. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  87941. * @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)
  87942. * @returns the current mesh
  87943. */
  87944. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87945. /**
  87946. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  87947. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  87948. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  87949. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  87950. * @returns the current mesh
  87951. */
  87952. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  87953. /**
  87954. * Creates a un-shared specific occurence of the geometry for the mesh.
  87955. * @returns the current mesh
  87956. */
  87957. makeGeometryUnique(): Mesh;
  87958. /**
  87959. * Set the index buffer of this mesh
  87960. * @param indices defines the source data
  87961. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  87962. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  87963. * @returns the current mesh
  87964. */
  87965. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  87966. /**
  87967. * Update the current index buffer
  87968. * @param indices defines the source data
  87969. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  87970. * @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)
  87971. * @returns the current mesh
  87972. */
  87973. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  87974. /**
  87975. * Invert the geometry to move from a right handed system to a left handed one.
  87976. * @returns the current mesh
  87977. */
  87978. toLeftHanded(): Mesh;
  87979. /** @hidden */
  87980. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87981. /** @hidden */
  87982. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87983. /**
  87984. * Registers for this mesh a javascript function called just before the rendering process
  87985. * @param func defines the function to call before rendering this mesh
  87986. * @returns the current mesh
  87987. */
  87988. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87989. /**
  87990. * Disposes a previously registered javascript function called before the rendering
  87991. * @param func defines the function to remove
  87992. * @returns the current mesh
  87993. */
  87994. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87995. /**
  87996. * Registers for this mesh a javascript function called just after the rendering is complete
  87997. * @param func defines the function to call after rendering this mesh
  87998. * @returns the current mesh
  87999. */
  88000. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88001. /**
  88002. * Disposes a previously registered javascript function called after the rendering.
  88003. * @param func defines the function to remove
  88004. * @returns the current mesh
  88005. */
  88006. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88007. /** @hidden */
  88008. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  88009. /** @hidden */
  88010. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  88011. /** @hidden */
  88012. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  88013. /** @hidden */
  88014. _rebuild(): void;
  88015. /** @hidden */
  88016. _freeze(): void;
  88017. /** @hidden */
  88018. _unFreeze(): void;
  88019. /**
  88020. * 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
  88021. * @param subMesh defines the subMesh to render
  88022. * @param enableAlphaMode defines if alpha mode can be changed
  88023. * @returns the current mesh
  88024. */
  88025. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  88026. private _onBeforeDraw;
  88027. /**
  88028. * Renormalize the mesh and patch it up if there are no weights
  88029. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  88030. * However in the case of zero weights then we set just a single influence to 1.
  88031. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  88032. */
  88033. cleanMatrixWeights(): void;
  88034. private normalizeSkinFourWeights;
  88035. private normalizeSkinWeightsAndExtra;
  88036. /**
  88037. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  88038. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  88039. * the user know there was an issue with importing the mesh
  88040. * @returns a validation object with skinned, valid and report string
  88041. */
  88042. validateSkinning(): {
  88043. skinned: boolean;
  88044. valid: boolean;
  88045. report: string;
  88046. };
  88047. /** @hidden */
  88048. _checkDelayState(): Mesh;
  88049. private _queueLoad;
  88050. /**
  88051. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  88052. * A mesh is in the frustum if its bounding box intersects the frustum
  88053. * @param frustumPlanes defines the frustum to test
  88054. * @returns true if the mesh is in the frustum planes
  88055. */
  88056. isInFrustum(frustumPlanes: Plane[]): boolean;
  88057. /**
  88058. * Sets the mesh material by the material or multiMaterial `id` property
  88059. * @param id is a string identifying the material or the multiMaterial
  88060. * @returns the current mesh
  88061. */
  88062. setMaterialByID(id: string): Mesh;
  88063. /**
  88064. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  88065. * @returns an array of IAnimatable
  88066. */
  88067. getAnimatables(): IAnimatable[];
  88068. /**
  88069. * Modifies the mesh geometry according to the passed transformation matrix.
  88070. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  88071. * The mesh normals are modified using the same transformation.
  88072. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88073. * @param transform defines the transform matrix to use
  88074. * @see http://doc.babylonjs.com/resources/baking_transformations
  88075. * @returns the current mesh
  88076. */
  88077. bakeTransformIntoVertices(transform: Matrix): Mesh;
  88078. /**
  88079. * Modifies the mesh geometry according to its own current World Matrix.
  88080. * The mesh World Matrix is then reset.
  88081. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  88082. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88083. * @see http://doc.babylonjs.com/resources/baking_transformations
  88084. * @returns the current mesh
  88085. */
  88086. bakeCurrentTransformIntoVertices(): Mesh;
  88087. /** @hidden */
  88088. readonly _positions: Nullable<Vector3[]>;
  88089. /** @hidden */
  88090. _resetPointsArrayCache(): Mesh;
  88091. /** @hidden */
  88092. _generatePointsArray(): boolean;
  88093. /**
  88094. * Returns a new Mesh object generated from the current mesh properties.
  88095. * This method must not get confused with createInstance()
  88096. * @param name is a string, the name given to the new mesh
  88097. * @param newParent can be any Node object (default `null`)
  88098. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  88099. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  88100. * @returns a new mesh
  88101. */
  88102. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  88103. /**
  88104. * Releases resources associated with this mesh.
  88105. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88106. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88107. */
  88108. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88109. /**
  88110. * Modifies the mesh geometry according to a displacement map.
  88111. * 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.
  88112. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88113. * @param url is a string, the URL from the image file is to be downloaded.
  88114. * @param minHeight is the lower limit of the displacement.
  88115. * @param maxHeight is the upper limit of the displacement.
  88116. * @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.
  88117. * @param uvOffset is an optional vector2 used to offset UV.
  88118. * @param uvScale is an optional vector2 used to scale UV.
  88119. * @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.
  88120. * @returns the Mesh.
  88121. */
  88122. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88123. /**
  88124. * Modifies the mesh geometry according to a displacementMap buffer.
  88125. * 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.
  88126. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88127. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  88128. * @param heightMapWidth is the width of the buffer image.
  88129. * @param heightMapHeight is the height of the buffer image.
  88130. * @param minHeight is the lower limit of the displacement.
  88131. * @param maxHeight is the upper limit of the displacement.
  88132. * @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.
  88133. * @param uvOffset is an optional vector2 used to offset UV.
  88134. * @param uvScale is an optional vector2 used to scale UV.
  88135. * @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.
  88136. * @returns the Mesh.
  88137. */
  88138. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88139. /**
  88140. * Modify the mesh to get a flat shading rendering.
  88141. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  88142. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  88143. * @returns current mesh
  88144. */
  88145. convertToFlatShadedMesh(): Mesh;
  88146. /**
  88147. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  88148. * In other words, more vertices, no more indices and a single bigger VBO.
  88149. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  88150. * @returns current mesh
  88151. */
  88152. convertToUnIndexedMesh(): Mesh;
  88153. /**
  88154. * Inverses facet orientations.
  88155. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88156. * @param flipNormals will also inverts the normals
  88157. * @returns current mesh
  88158. */
  88159. flipFaces(flipNormals?: boolean): Mesh;
  88160. /**
  88161. * Increase the number of facets and hence vertices in a mesh
  88162. * Vertex normals are interpolated from existing vertex normals
  88163. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88164. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  88165. */
  88166. increaseVertices(numberPerEdge: number): void;
  88167. /**
  88168. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  88169. * This will undo any application of covertToFlatShadedMesh
  88170. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88171. */
  88172. forceSharedVertices(): void;
  88173. /** @hidden */
  88174. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  88175. /** @hidden */
  88176. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  88177. /**
  88178. * Creates a new InstancedMesh object from the mesh model.
  88179. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88180. * @param name defines the name of the new instance
  88181. * @returns a new InstancedMesh
  88182. */
  88183. createInstance(name: string): InstancedMesh;
  88184. /**
  88185. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  88186. * After this call, all the mesh instances have the same submeshes than the current mesh.
  88187. * @returns the current mesh
  88188. */
  88189. synchronizeInstances(): Mesh;
  88190. /**
  88191. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  88192. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  88193. * This should be used together with the simplification to avoid disappearing triangles.
  88194. * @param successCallback an optional success callback to be called after the optimization finished.
  88195. * @returns the current mesh
  88196. */
  88197. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  88198. /**
  88199. * Serialize current mesh
  88200. * @param serializationObject defines the object which will receive the serialization data
  88201. */
  88202. serialize(serializationObject: any): void;
  88203. /** @hidden */
  88204. _syncGeometryWithMorphTargetManager(): void;
  88205. /** @hidden */
  88206. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  88207. /**
  88208. * Returns a new Mesh object parsed from the source provided.
  88209. * @param parsedMesh is the source
  88210. * @param scene defines the hosting scene
  88211. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  88212. * @returns a new Mesh
  88213. */
  88214. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  88215. /**
  88216. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  88217. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88218. * @param name defines the name of the mesh to create
  88219. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  88220. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  88221. * @param closePath creates a seam between the first and the last points of each path of the path array
  88222. * @param offset is taken in account only if the `pathArray` is containing a single path
  88223. * @param scene defines the hosting scene
  88224. * @param updatable defines if the mesh must be flagged as updatable
  88225. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88226. * @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)
  88227. * @returns a new Mesh
  88228. */
  88229. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88230. /**
  88231. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  88232. * @param name defines the name of the mesh to create
  88233. * @param radius sets the radius size (float) of the polygon (default 0.5)
  88234. * @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
  88235. * @param scene defines the hosting scene
  88236. * @param updatable defines if the mesh must be flagged as updatable
  88237. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88238. * @returns a new Mesh
  88239. */
  88240. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88241. /**
  88242. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  88243. * @param name defines the name of the mesh to create
  88244. * @param size sets the size (float) of each box side (default 1)
  88245. * @param scene defines the hosting scene
  88246. * @param updatable defines if the mesh must be flagged as updatable
  88247. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88248. * @returns a new Mesh
  88249. */
  88250. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88251. /**
  88252. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  88253. * @param name defines the name of the mesh to create
  88254. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88255. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88256. * @param scene defines the hosting scene
  88257. * @param updatable defines if the mesh must be flagged as updatable
  88258. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88259. * @returns a new Mesh
  88260. */
  88261. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88262. /**
  88263. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  88264. * @param name defines the name of the mesh to create
  88265. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88266. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88267. * @param scene defines the hosting scene
  88268. * @returns a new Mesh
  88269. */
  88270. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  88271. /**
  88272. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  88273. * @param name defines the name of the mesh to create
  88274. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  88275. * @param diameterTop set the top cap diameter (floats, default 1)
  88276. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  88277. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  88278. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  88279. * @param scene defines the hosting scene
  88280. * @param updatable defines if the mesh must be flagged as updatable
  88281. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88282. * @returns a new Mesh
  88283. */
  88284. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  88285. /**
  88286. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  88287. * @param name defines the name of the mesh to create
  88288. * @param diameter sets the diameter size (float) of the torus (default 1)
  88289. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  88290. * @param tessellation sets the number of torus sides (postive integer, default 16)
  88291. * @param scene defines the hosting scene
  88292. * @param updatable defines if the mesh must be flagged as updatable
  88293. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88294. * @returns a new Mesh
  88295. */
  88296. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88297. /**
  88298. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  88299. * @param name defines the name of the mesh to create
  88300. * @param radius sets the global radius size (float) of the torus knot (default 2)
  88301. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  88302. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  88303. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  88304. * @param p the number of windings on X axis (positive integers, default 2)
  88305. * @param q the number of windings on Y axis (positive integers, default 3)
  88306. * @param scene defines the hosting scene
  88307. * @param updatable defines if the mesh must be flagged as updatable
  88308. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88309. * @returns a new Mesh
  88310. */
  88311. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88312. /**
  88313. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  88314. * @param name defines the name of the mesh to create
  88315. * @param points is an array successive Vector3
  88316. * @param scene defines the hosting scene
  88317. * @param updatable defines if the mesh must be flagged as updatable
  88318. * @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).
  88319. * @returns a new Mesh
  88320. */
  88321. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  88322. /**
  88323. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  88324. * @param name defines the name of the mesh to create
  88325. * @param points is an array successive Vector3
  88326. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  88327. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  88328. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  88329. * @param scene defines the hosting scene
  88330. * @param updatable defines if the mesh must be flagged as updatable
  88331. * @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)
  88332. * @returns a new Mesh
  88333. */
  88334. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  88335. /**
  88336. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  88337. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  88338. * 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.
  88339. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88340. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  88341. * Remember you can only change the shape positions, not their number when updating a polygon.
  88342. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  88343. * @param name defines the name of the mesh to create
  88344. * @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
  88345. * @param scene defines the hosting scene
  88346. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88347. * @param updatable defines if the mesh must be flagged as updatable
  88348. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88349. * @param earcutInjection can be used to inject your own earcut reference
  88350. * @returns a new Mesh
  88351. */
  88352. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88353. /**
  88354. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88355. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88356. * @param name defines the name of the mesh to create
  88357. * @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
  88358. * @param depth defines the height of extrusion
  88359. * @param scene defines the hosting scene
  88360. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88361. * @param updatable defines if the mesh must be flagged as updatable
  88362. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88363. * @param earcutInjection can be used to inject your own earcut reference
  88364. * @returns a new Mesh
  88365. */
  88366. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88367. /**
  88368. * Creates an extruded shape mesh.
  88369. * 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
  88370. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88371. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88372. * @param name defines the name of the mesh to create
  88373. * @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
  88374. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88375. * @param scale is the value to scale the shape
  88376. * @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
  88377. * @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
  88378. * @param scene defines the hosting scene
  88379. * @param updatable defines if the mesh must be flagged as updatable
  88380. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88381. * @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)
  88382. * @returns a new Mesh
  88383. */
  88384. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88385. /**
  88386. * Creates an custom extruded shape mesh.
  88387. * The custom extrusion is a parametric shape.
  88388. * It has no predefined shape. Its final shape will depend on the input parameters.
  88389. * Please consider using the same method from the MeshBuilder class instead
  88390. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88391. * @param name defines the name of the mesh to create
  88392. * @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
  88393. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88394. * @param scaleFunction is a custom Javascript function called on each path point
  88395. * @param rotationFunction is a custom Javascript function called on each path point
  88396. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  88397. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  88398. * @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
  88399. * @param scene defines the hosting scene
  88400. * @param updatable defines if the mesh must be flagged as updatable
  88401. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88402. * @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)
  88403. * @returns a new Mesh
  88404. */
  88405. 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;
  88406. /**
  88407. * Creates lathe mesh.
  88408. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  88409. * Please consider using the same method from the MeshBuilder class instead
  88410. * @param name defines the name of the mesh to create
  88411. * @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
  88412. * @param radius is the radius value of the lathe
  88413. * @param tessellation is the side number of the lathe.
  88414. * @param scene defines the hosting scene
  88415. * @param updatable defines if the mesh must be flagged as updatable
  88416. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88417. * @returns a new Mesh
  88418. */
  88419. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88420. /**
  88421. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  88422. * @param name defines the name of the mesh to create
  88423. * @param size sets the size (float) of both sides of the plane at once (default 1)
  88424. * @param scene defines the hosting scene
  88425. * @param updatable defines if the mesh must be flagged as updatable
  88426. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88427. * @returns a new Mesh
  88428. */
  88429. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88430. /**
  88431. * Creates a ground mesh.
  88432. * Please consider using the same method from the MeshBuilder class instead
  88433. * @param name defines the name of the mesh to create
  88434. * @param width set the width of the ground
  88435. * @param height set the height of the ground
  88436. * @param subdivisions sets the number of subdivisions per side
  88437. * @param scene defines the hosting scene
  88438. * @param updatable defines if the mesh must be flagged as updatable
  88439. * @returns a new Mesh
  88440. */
  88441. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  88442. /**
  88443. * Creates a tiled ground mesh.
  88444. * Please consider using the same method from the MeshBuilder class instead
  88445. * @param name defines the name of the mesh to create
  88446. * @param xmin set the ground minimum X coordinate
  88447. * @param zmin set the ground minimum Y coordinate
  88448. * @param xmax set the ground maximum X coordinate
  88449. * @param zmax set the ground maximum Z coordinate
  88450. * @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
  88451. * @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
  88452. * @param scene defines the hosting scene
  88453. * @param updatable defines if the mesh must be flagged as updatable
  88454. * @returns a new Mesh
  88455. */
  88456. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  88457. w: number;
  88458. h: number;
  88459. }, precision: {
  88460. w: number;
  88461. h: number;
  88462. }, scene: Scene, updatable?: boolean): Mesh;
  88463. /**
  88464. * Creates a ground mesh from a height map.
  88465. * Please consider using the same method from the MeshBuilder class instead
  88466. * @see http://doc.babylonjs.com/babylon101/height_map
  88467. * @param name defines the name of the mesh to create
  88468. * @param url sets the URL of the height map image resource
  88469. * @param width set the ground width size
  88470. * @param height set the ground height size
  88471. * @param subdivisions sets the number of subdivision per side
  88472. * @param minHeight is the minimum altitude on the ground
  88473. * @param maxHeight is the maximum altitude on the ground
  88474. * @param scene defines the hosting scene
  88475. * @param updatable defines if the mesh must be flagged as updatable
  88476. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  88477. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  88478. * @returns a new Mesh
  88479. */
  88480. 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;
  88481. /**
  88482. * Creates a tube mesh.
  88483. * The tube is a parametric shape.
  88484. * It has no predefined shape. Its final shape will depend on the input parameters.
  88485. * Please consider using the same method from the MeshBuilder class instead
  88486. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88487. * @param name defines the name of the mesh to create
  88488. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  88489. * @param radius sets the tube radius size
  88490. * @param tessellation is the number of sides on the tubular surface
  88491. * @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
  88492. * @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
  88493. * @param scene defines the hosting scene
  88494. * @param updatable defines if the mesh must be flagged as updatable
  88495. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88496. * @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)
  88497. * @returns a new Mesh
  88498. */
  88499. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  88500. (i: number, distance: number): number;
  88501. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88502. /**
  88503. * Creates a polyhedron mesh.
  88504. * Please consider using the same method from the MeshBuilder class instead.
  88505. * * 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
  88506. * * The parameter `size` (positive float, default 1) sets the polygon size
  88507. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  88508. * * 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`
  88509. * * 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
  88510. * * 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)`)
  88511. * * 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
  88512. * * 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
  88513. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88514. * * If you create a double-sided mesh, you can choose what parts of 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
  88515. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88516. * @param name defines the name of the mesh to create
  88517. * @param options defines the options used to create the mesh
  88518. * @param scene defines the hosting scene
  88519. * @returns a new Mesh
  88520. */
  88521. static CreatePolyhedron(name: string, options: {
  88522. type?: number;
  88523. size?: number;
  88524. sizeX?: number;
  88525. sizeY?: number;
  88526. sizeZ?: number;
  88527. custom?: any;
  88528. faceUV?: Vector4[];
  88529. faceColors?: Color4[];
  88530. updatable?: boolean;
  88531. sideOrientation?: number;
  88532. }, scene: Scene): Mesh;
  88533. /**
  88534. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  88535. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  88536. * * 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`)
  88537. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  88538. * * 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
  88539. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88540. * * If you create a double-sided mesh, you can choose what parts of 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
  88541. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88542. * @param name defines the name of the mesh
  88543. * @param options defines the options used to create the mesh
  88544. * @param scene defines the hosting scene
  88545. * @returns a new Mesh
  88546. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  88547. */
  88548. static CreateIcoSphere(name: string, options: {
  88549. radius?: number;
  88550. flat?: boolean;
  88551. subdivisions?: number;
  88552. sideOrientation?: number;
  88553. updatable?: boolean;
  88554. }, scene: Scene): Mesh;
  88555. /**
  88556. * Creates a decal mesh.
  88557. * Please consider using the same method from the MeshBuilder class instead.
  88558. * A decal is a mesh usually applied as a model onto the surface of another mesh
  88559. * @param name defines the name of the mesh
  88560. * @param sourceMesh defines the mesh receiving the decal
  88561. * @param position sets the position of the decal in world coordinates
  88562. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  88563. * @param size sets the decal scaling
  88564. * @param angle sets the angle to rotate the decal
  88565. * @returns a new Mesh
  88566. */
  88567. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  88568. /**
  88569. * Prepare internal position array for software CPU skinning
  88570. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  88571. */
  88572. setPositionsForCPUSkinning(): Float32Array;
  88573. /**
  88574. * Prepare internal normal array for software CPU skinning
  88575. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  88576. */
  88577. setNormalsForCPUSkinning(): Float32Array;
  88578. /**
  88579. * Updates the vertex buffer by applying transformation from the bones
  88580. * @param skeleton defines the skeleton to apply to current mesh
  88581. * @returns the current mesh
  88582. */
  88583. applySkeleton(skeleton: Skeleton): Mesh;
  88584. /**
  88585. * 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
  88586. * @param meshes defines the list of meshes to scan
  88587. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  88588. */
  88589. static MinMax(meshes: AbstractMesh[]): {
  88590. min: Vector3;
  88591. max: Vector3;
  88592. };
  88593. /**
  88594. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  88595. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  88596. * @returns a vector3
  88597. */
  88598. static Center(meshesOrMinMaxVector: {
  88599. min: Vector3;
  88600. max: Vector3;
  88601. } | AbstractMesh[]): Vector3;
  88602. /**
  88603. * Merge the array of meshes into a single mesh for performance reasons.
  88604. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  88605. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  88606. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  88607. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  88608. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  88609. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88610. * @returns a new mesh
  88611. */
  88612. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88613. /** @hidden */
  88614. addInstance(instance: InstancedMesh): void;
  88615. /** @hidden */
  88616. removeInstance(instance: InstancedMesh): void;
  88617. }
  88618. }
  88619. declare module BABYLON {
  88620. /**
  88621. * This is the base class of all the camera used in the application.
  88622. * @see http://doc.babylonjs.com/features/cameras
  88623. */
  88624. export class Camera extends Node {
  88625. /** @hidden */
  88626. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88627. /**
  88628. * This is the default projection mode used by the cameras.
  88629. * It helps recreating a feeling of perspective and better appreciate depth.
  88630. * This is the best way to simulate real life cameras.
  88631. */
  88632. static readonly PERSPECTIVE_CAMERA: number;
  88633. /**
  88634. * This helps creating camera with an orthographic mode.
  88635. * 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.
  88636. */
  88637. static readonly ORTHOGRAPHIC_CAMERA: number;
  88638. /**
  88639. * This is the default FOV mode for perspective cameras.
  88640. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88641. */
  88642. static readonly FOVMODE_VERTICAL_FIXED: number;
  88643. /**
  88644. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88645. */
  88646. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88647. /**
  88648. * This specifies ther is no need for a camera rig.
  88649. * Basically only one eye is rendered corresponding to the camera.
  88650. */
  88651. static readonly RIG_MODE_NONE: number;
  88652. /**
  88653. * Simulates a camera Rig with one blue eye and one red eye.
  88654. * This can be use with 3d blue and red glasses.
  88655. */
  88656. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88657. /**
  88658. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88659. */
  88660. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88661. /**
  88662. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88663. */
  88664. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88665. /**
  88666. * Defines that both eyes of the camera will be rendered over under each other.
  88667. */
  88668. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88669. /**
  88670. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88671. */
  88672. static readonly RIG_MODE_VR: number;
  88673. /**
  88674. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88675. */
  88676. static readonly RIG_MODE_WEBVR: number;
  88677. /**
  88678. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  88679. */
  88680. static readonly RIG_MODE_CUSTOM: number;
  88681. /**
  88682. * Defines if by default attaching controls should prevent the default javascript event to continue.
  88683. */
  88684. static ForceAttachControlToAlwaysPreventDefault: boolean;
  88685. /**
  88686. * Define the input manager associated with the camera.
  88687. */
  88688. inputs: CameraInputsManager<Camera>;
  88689. /** @hidden */
  88690. _position: Vector3;
  88691. /**
  88692. * Define the current local position of the camera in the scene
  88693. */
  88694. position: Vector3;
  88695. /**
  88696. * The vector the camera should consider as up.
  88697. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  88698. */
  88699. upVector: Vector3;
  88700. /**
  88701. * Define the current limit on the left side for an orthographic camera
  88702. * In scene unit
  88703. */
  88704. orthoLeft: Nullable<number>;
  88705. /**
  88706. * Define the current limit on the right side for an orthographic camera
  88707. * In scene unit
  88708. */
  88709. orthoRight: Nullable<number>;
  88710. /**
  88711. * Define the current limit on the bottom side for an orthographic camera
  88712. * In scene unit
  88713. */
  88714. orthoBottom: Nullable<number>;
  88715. /**
  88716. * Define the current limit on the top side for an orthographic camera
  88717. * In scene unit
  88718. */
  88719. orthoTop: Nullable<number>;
  88720. /**
  88721. * Field Of View is set in Radians. (default is 0.8)
  88722. */
  88723. fov: number;
  88724. /**
  88725. * Define the minimum distance the camera can see from.
  88726. * This is important to note that the depth buffer are not infinite and the closer it starts
  88727. * the more your scene might encounter depth fighting issue.
  88728. */
  88729. minZ: number;
  88730. /**
  88731. * Define the maximum distance the camera can see to.
  88732. * This is important to note that the depth buffer are not infinite and the further it end
  88733. * the more your scene might encounter depth fighting issue.
  88734. */
  88735. maxZ: number;
  88736. /**
  88737. * Define the default inertia of the camera.
  88738. * This helps giving a smooth feeling to the camera movement.
  88739. */
  88740. inertia: number;
  88741. /**
  88742. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  88743. */
  88744. mode: number;
  88745. /**
  88746. * Define wether the camera is intermediate.
  88747. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  88748. */
  88749. isIntermediate: boolean;
  88750. /**
  88751. * Define the viewport of the camera.
  88752. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  88753. */
  88754. viewport: Viewport;
  88755. /**
  88756. * Restricts the camera to viewing objects with the same layerMask.
  88757. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  88758. */
  88759. layerMask: number;
  88760. /**
  88761. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  88762. */
  88763. fovMode: number;
  88764. /**
  88765. * Rig mode of the camera.
  88766. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  88767. * This is normally controlled byt the camera themselves as internal use.
  88768. */
  88769. cameraRigMode: number;
  88770. /**
  88771. * Defines the distance between both "eyes" in case of a RIG
  88772. */
  88773. interaxialDistance: number;
  88774. /**
  88775. * Defines if stereoscopic rendering is done side by side or over under.
  88776. */
  88777. isStereoscopicSideBySide: boolean;
  88778. /**
  88779. * 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
  88780. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  88781. * else in the scene. (Eg. security camera)
  88782. *
  88783. * 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)
  88784. */
  88785. customRenderTargets: RenderTargetTexture[];
  88786. /**
  88787. * When set, the camera will render to this render target instead of the default canvas
  88788. *
  88789. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  88790. */
  88791. outputRenderTarget: Nullable<RenderTargetTexture>;
  88792. /**
  88793. * Observable triggered when the camera view matrix has changed.
  88794. */
  88795. onViewMatrixChangedObservable: Observable<Camera>;
  88796. /**
  88797. * Observable triggered when the camera Projection matrix has changed.
  88798. */
  88799. onProjectionMatrixChangedObservable: Observable<Camera>;
  88800. /**
  88801. * Observable triggered when the inputs have been processed.
  88802. */
  88803. onAfterCheckInputsObservable: Observable<Camera>;
  88804. /**
  88805. * Observable triggered when reset has been called and applied to the camera.
  88806. */
  88807. onRestoreStateObservable: Observable<Camera>;
  88808. /** @hidden */
  88809. _cameraRigParams: any;
  88810. /** @hidden */
  88811. _rigCameras: Camera[];
  88812. /** @hidden */
  88813. _rigPostProcess: Nullable<PostProcess>;
  88814. protected _webvrViewMatrix: Matrix;
  88815. /** @hidden */
  88816. _skipRendering: boolean;
  88817. /** @hidden */
  88818. _projectionMatrix: Matrix;
  88819. /** @hidden */
  88820. _postProcesses: Nullable<PostProcess>[];
  88821. /** @hidden */
  88822. _activeMeshes: SmartArray<AbstractMesh>;
  88823. protected _globalPosition: Vector3;
  88824. /** @hidden */
  88825. _computedViewMatrix: Matrix;
  88826. private _doNotComputeProjectionMatrix;
  88827. private _transformMatrix;
  88828. private _frustumPlanes;
  88829. private _refreshFrustumPlanes;
  88830. private _storedFov;
  88831. private _stateStored;
  88832. /**
  88833. * Instantiates a new camera object.
  88834. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  88835. * @see http://doc.babylonjs.com/features/cameras
  88836. * @param name Defines the name of the camera in the scene
  88837. * @param position Defines the position of the camera
  88838. * @param scene Defines the scene the camera belongs too
  88839. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  88840. */
  88841. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  88842. /**
  88843. * Store current camera state (fov, position, etc..)
  88844. * @returns the camera
  88845. */
  88846. storeState(): Camera;
  88847. /**
  88848. * Restores the camera state values if it has been stored. You must call storeState() first
  88849. */
  88850. protected _restoreStateValues(): boolean;
  88851. /**
  88852. * Restored camera state. You must call storeState() first.
  88853. * @returns true if restored and false otherwise
  88854. */
  88855. restoreState(): boolean;
  88856. /**
  88857. * Gets the class name of the camera.
  88858. * @returns the class name
  88859. */
  88860. getClassName(): string;
  88861. /** @hidden */
  88862. readonly _isCamera: boolean;
  88863. /**
  88864. * Gets a string representation of the camera useful for debug purpose.
  88865. * @param fullDetails Defines that a more verboe level of logging is required
  88866. * @returns the string representation
  88867. */
  88868. toString(fullDetails?: boolean): string;
  88869. /**
  88870. * Gets the current world space position of the camera.
  88871. */
  88872. readonly globalPosition: Vector3;
  88873. /**
  88874. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  88875. * @returns the active meshe list
  88876. */
  88877. getActiveMeshes(): SmartArray<AbstractMesh>;
  88878. /**
  88879. * Check wether a mesh is part of the current active mesh list of the camera
  88880. * @param mesh Defines the mesh to check
  88881. * @returns true if active, false otherwise
  88882. */
  88883. isActiveMesh(mesh: Mesh): boolean;
  88884. /**
  88885. * Is this camera ready to be used/rendered
  88886. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  88887. * @return true if the camera is ready
  88888. */
  88889. isReady(completeCheck?: boolean): boolean;
  88890. /** @hidden */
  88891. _initCache(): void;
  88892. /** @hidden */
  88893. _updateCache(ignoreParentClass?: boolean): void;
  88894. /** @hidden */
  88895. _isSynchronized(): boolean;
  88896. /** @hidden */
  88897. _isSynchronizedViewMatrix(): boolean;
  88898. /** @hidden */
  88899. _isSynchronizedProjectionMatrix(): boolean;
  88900. /**
  88901. * Attach the input controls to a specific dom element to get the input from.
  88902. * @param element Defines the element the controls should be listened from
  88903. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  88904. */
  88905. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88906. /**
  88907. * Detach the current controls from the specified dom element.
  88908. * @param element Defines the element to stop listening the inputs from
  88909. */
  88910. detachControl(element: HTMLElement): void;
  88911. /**
  88912. * Update the camera state according to the different inputs gathered during the frame.
  88913. */
  88914. update(): void;
  88915. /** @hidden */
  88916. _checkInputs(): void;
  88917. /** @hidden */
  88918. readonly rigCameras: Camera[];
  88919. /**
  88920. * Gets the post process used by the rig cameras
  88921. */
  88922. readonly rigPostProcess: Nullable<PostProcess>;
  88923. /**
  88924. * Internal, gets the first post proces.
  88925. * @returns the first post process to be run on this camera.
  88926. */
  88927. _getFirstPostProcess(): Nullable<PostProcess>;
  88928. private _cascadePostProcessesToRigCams;
  88929. /**
  88930. * Attach a post process to the camera.
  88931. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88932. * @param postProcess The post process to attach to the camera
  88933. * @param insertAt The position of the post process in case several of them are in use in the scene
  88934. * @returns the position the post process has been inserted at
  88935. */
  88936. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  88937. /**
  88938. * Detach a post process to the camera.
  88939. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88940. * @param postProcess The post process to detach from the camera
  88941. */
  88942. detachPostProcess(postProcess: PostProcess): void;
  88943. /**
  88944. * Gets the current world matrix of the camera
  88945. */
  88946. getWorldMatrix(): Matrix;
  88947. /** @hidden */
  88948. _getViewMatrix(): Matrix;
  88949. /**
  88950. * Gets the current view matrix of the camera.
  88951. * @param force forces the camera to recompute the matrix without looking at the cached state
  88952. * @returns the view matrix
  88953. */
  88954. getViewMatrix(force?: boolean): Matrix;
  88955. /**
  88956. * Freeze the projection matrix.
  88957. * It will prevent the cache check of the camera projection compute and can speed up perf
  88958. * if no parameter of the camera are meant to change
  88959. * @param projection Defines manually a projection if necessary
  88960. */
  88961. freezeProjectionMatrix(projection?: Matrix): void;
  88962. /**
  88963. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  88964. */
  88965. unfreezeProjectionMatrix(): void;
  88966. /**
  88967. * Gets the current projection matrix of the camera.
  88968. * @param force forces the camera to recompute the matrix without looking at the cached state
  88969. * @returns the projection matrix
  88970. */
  88971. getProjectionMatrix(force?: boolean): Matrix;
  88972. /**
  88973. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  88974. * @returns a Matrix
  88975. */
  88976. getTransformationMatrix(): Matrix;
  88977. private _updateFrustumPlanes;
  88978. /**
  88979. * Checks if a cullable object (mesh...) is in the camera frustum
  88980. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  88981. * @param target The object to check
  88982. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  88983. * @returns true if the object is in frustum otherwise false
  88984. */
  88985. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  88986. /**
  88987. * Checks if a cullable object (mesh...) is in the camera frustum
  88988. * Unlike isInFrustum this cheks the full bounding box
  88989. * @param target The object to check
  88990. * @returns true if the object is in frustum otherwise false
  88991. */
  88992. isCompletelyInFrustum(target: ICullable): boolean;
  88993. /**
  88994. * Gets a ray in the forward direction from the camera.
  88995. * @param length Defines the length of the ray to create
  88996. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  88997. * @param origin Defines the start point of the ray which defaults to the camera position
  88998. * @returns the forward ray
  88999. */
  89000. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  89001. /**
  89002. * Releases resources associated with this node.
  89003. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89004. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89005. */
  89006. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89007. /** @hidden */
  89008. _isLeftCamera: boolean;
  89009. /**
  89010. * Gets the left camera of a rig setup in case of Rigged Camera
  89011. */
  89012. readonly isLeftCamera: boolean;
  89013. /** @hidden */
  89014. _isRightCamera: boolean;
  89015. /**
  89016. * Gets the right camera of a rig setup in case of Rigged Camera
  89017. */
  89018. readonly isRightCamera: boolean;
  89019. /**
  89020. * Gets the left camera of a rig setup in case of Rigged Camera
  89021. */
  89022. readonly leftCamera: Nullable<FreeCamera>;
  89023. /**
  89024. * Gets the right camera of a rig setup in case of Rigged Camera
  89025. */
  89026. readonly rightCamera: Nullable<FreeCamera>;
  89027. /**
  89028. * Gets the left camera target of a rig setup in case of Rigged Camera
  89029. * @returns the target position
  89030. */
  89031. getLeftTarget(): Nullable<Vector3>;
  89032. /**
  89033. * Gets the right camera target of a rig setup in case of Rigged Camera
  89034. * @returns the target position
  89035. */
  89036. getRightTarget(): Nullable<Vector3>;
  89037. /**
  89038. * @hidden
  89039. */
  89040. setCameraRigMode(mode: number, rigParams: any): void;
  89041. /** @hidden */
  89042. static _setStereoscopicRigMode(camera: Camera): void;
  89043. /** @hidden */
  89044. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  89045. /** @hidden */
  89046. static _setVRRigMode(camera: Camera, rigParams: any): void;
  89047. /** @hidden */
  89048. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  89049. /** @hidden */
  89050. _getVRProjectionMatrix(): Matrix;
  89051. protected _updateCameraRotationMatrix(): void;
  89052. protected _updateWebVRCameraRotationMatrix(): void;
  89053. /**
  89054. * This function MUST be overwritten by the different WebVR cameras available.
  89055. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89056. * @hidden
  89057. */
  89058. _getWebVRProjectionMatrix(): Matrix;
  89059. /**
  89060. * This function MUST be overwritten by the different WebVR cameras available.
  89061. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89062. * @hidden
  89063. */
  89064. _getWebVRViewMatrix(): Matrix;
  89065. /** @hidden */
  89066. setCameraRigParameter(name: string, value: any): void;
  89067. /**
  89068. * needs to be overridden by children so sub has required properties to be copied
  89069. * @hidden
  89070. */
  89071. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  89072. /**
  89073. * May need to be overridden by children
  89074. * @hidden
  89075. */
  89076. _updateRigCameras(): void;
  89077. /** @hidden */
  89078. _setupInputs(): void;
  89079. /**
  89080. * Serialiaze the camera setup to a json represention
  89081. * @returns the JSON representation
  89082. */
  89083. serialize(): any;
  89084. /**
  89085. * Clones the current camera.
  89086. * @param name The cloned camera name
  89087. * @returns the cloned camera
  89088. */
  89089. clone(name: string): Camera;
  89090. /**
  89091. * Gets the direction of the camera relative to a given local axis.
  89092. * @param localAxis Defines the reference axis to provide a relative direction.
  89093. * @return the direction
  89094. */
  89095. getDirection(localAxis: Vector3): Vector3;
  89096. /**
  89097. * Gets the direction of the camera relative to a given local axis into a passed vector.
  89098. * @param localAxis Defines the reference axis to provide a relative direction.
  89099. * @param result Defines the vector to store the result in
  89100. */
  89101. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  89102. /**
  89103. * Gets a camera constructor for a given camera type
  89104. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  89105. * @param name The name of the camera the result will be able to instantiate
  89106. * @param scene The scene the result will construct the camera in
  89107. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  89108. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  89109. * @returns a factory method to construc the camera
  89110. */
  89111. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  89112. /**
  89113. * Compute the world matrix of the camera.
  89114. * @returns the camera workd matrix
  89115. */
  89116. computeWorldMatrix(): Matrix;
  89117. /**
  89118. * Parse a JSON and creates the camera from the parsed information
  89119. * @param parsedCamera The JSON to parse
  89120. * @param scene The scene to instantiate the camera in
  89121. * @returns the newly constructed camera
  89122. */
  89123. static Parse(parsedCamera: any, scene: Scene): Camera;
  89124. }
  89125. }
  89126. declare module BABYLON {
  89127. /**
  89128. * Class containing static functions to help procedurally build meshes
  89129. */
  89130. export class DiscBuilder {
  89131. /**
  89132. * Creates a plane polygonal mesh. By default, this is a disc
  89133. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  89134. * * 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
  89135. * * 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
  89136. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  89137. * * If you create a double-sided mesh, you can choose what parts of 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
  89138. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89139. * @param name defines the name of the mesh
  89140. * @param options defines the options used to create the mesh
  89141. * @param scene defines the hosting scene
  89142. * @returns the plane polygonal mesh
  89143. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  89144. */
  89145. static CreateDisc(name: string, options: {
  89146. radius?: number;
  89147. tessellation?: number;
  89148. arc?: number;
  89149. updatable?: boolean;
  89150. sideOrientation?: number;
  89151. frontUVs?: Vector4;
  89152. backUVs?: Vector4;
  89153. }, scene?: Nullable<Scene>): Mesh;
  89154. }
  89155. }
  89156. declare module BABYLON {
  89157. /**
  89158. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  89159. *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.
  89160. * The SPS is also a particle system. It provides some methods to manage the particles.
  89161. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  89162. *
  89163. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  89164. */
  89165. export class SolidParticleSystem implements IDisposable {
  89166. /**
  89167. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  89168. * Example : var p = SPS.particles[i];
  89169. */
  89170. particles: SolidParticle[];
  89171. /**
  89172. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  89173. */
  89174. nbParticles: number;
  89175. /**
  89176. * If the particles must ever face the camera (default false). Useful for planar particles.
  89177. */
  89178. billboard: boolean;
  89179. /**
  89180. * Recompute normals when adding a shape
  89181. */
  89182. recomputeNormals: boolean;
  89183. /**
  89184. * This a counter ofr your own usage. It's not set by any SPS functions.
  89185. */
  89186. counter: number;
  89187. /**
  89188. * The SPS name. This name is also given to the underlying mesh.
  89189. */
  89190. name: string;
  89191. /**
  89192. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  89193. */
  89194. mesh: Mesh;
  89195. /**
  89196. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  89197. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  89198. */
  89199. vars: any;
  89200. /**
  89201. * This array is populated when the SPS is set as 'pickable'.
  89202. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  89203. * Each element of this array is an object `{idx: int, faceId: int}`.
  89204. * `idx` is the picked particle index in the `SPS.particles` array
  89205. * `faceId` is the picked face index counted within this particle.
  89206. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  89207. */
  89208. pickedParticles: {
  89209. idx: number;
  89210. faceId: number;
  89211. }[];
  89212. /**
  89213. * This array is populated when `enableDepthSort` is set to true.
  89214. * Each element of this array is an instance of the class DepthSortedParticle.
  89215. */
  89216. depthSortedParticles: DepthSortedParticle[];
  89217. /**
  89218. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  89219. * @hidden
  89220. */
  89221. _bSphereOnly: boolean;
  89222. /**
  89223. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  89224. * @hidden
  89225. */
  89226. _bSphereRadiusFactor: number;
  89227. private _scene;
  89228. private _positions;
  89229. private _indices;
  89230. private _normals;
  89231. private _colors;
  89232. private _uvs;
  89233. private _indices32;
  89234. private _positions32;
  89235. private _normals32;
  89236. private _fixedNormal32;
  89237. private _colors32;
  89238. private _uvs32;
  89239. private _index;
  89240. private _updatable;
  89241. private _pickable;
  89242. private _isVisibilityBoxLocked;
  89243. private _alwaysVisible;
  89244. private _depthSort;
  89245. private _shapeCounter;
  89246. private _copy;
  89247. private _color;
  89248. private _computeParticleColor;
  89249. private _computeParticleTexture;
  89250. private _computeParticleRotation;
  89251. private _computeParticleVertex;
  89252. private _computeBoundingBox;
  89253. private _depthSortParticles;
  89254. private _camera;
  89255. private _mustUnrotateFixedNormals;
  89256. private _particlesIntersect;
  89257. private _needs32Bits;
  89258. /**
  89259. * Creates a SPS (Solid Particle System) object.
  89260. * @param name (String) is the SPS name, this will be the underlying mesh name.
  89261. * @param scene (Scene) is the scene in which the SPS is added.
  89262. * @param options defines the options of the sps e.g.
  89263. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  89264. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  89265. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  89266. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  89267. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  89268. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  89269. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  89270. */
  89271. constructor(name: string, scene: Scene, options?: {
  89272. updatable?: boolean;
  89273. isPickable?: boolean;
  89274. enableDepthSort?: boolean;
  89275. particleIntersection?: boolean;
  89276. boundingSphereOnly?: boolean;
  89277. bSphereRadiusFactor?: number;
  89278. });
  89279. /**
  89280. * Builds the SPS underlying mesh. Returns a standard Mesh.
  89281. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  89282. * @returns the created mesh
  89283. */
  89284. buildMesh(): Mesh;
  89285. /**
  89286. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  89287. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  89288. * Thus the particles generated from `digest()` have their property `position` set yet.
  89289. * @param mesh ( Mesh ) is the mesh to be digested
  89290. * @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
  89291. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  89292. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  89293. * @returns the current SPS
  89294. */
  89295. digest(mesh: Mesh, options?: {
  89296. facetNb?: number;
  89297. number?: number;
  89298. delta?: number;
  89299. }): SolidParticleSystem;
  89300. private _unrotateFixedNormals;
  89301. private _resetCopy;
  89302. private _meshBuilder;
  89303. private _posToShape;
  89304. private _uvsToShapeUV;
  89305. private _addParticle;
  89306. /**
  89307. * Adds some particles to the SPS from the model shape. Returns the shape id.
  89308. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  89309. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  89310. * @param nb (positive integer) the number of particles to be created from this model
  89311. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  89312. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  89313. * @returns the number of shapes in the system
  89314. */
  89315. addShape(mesh: Mesh, nb: number, options?: {
  89316. positionFunction?: any;
  89317. vertexFunction?: any;
  89318. }): number;
  89319. private _rebuildParticle;
  89320. /**
  89321. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  89322. * @returns the SPS.
  89323. */
  89324. rebuildMesh(): SolidParticleSystem;
  89325. /**
  89326. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  89327. * This method calls `updateParticle()` for each particle of the SPS.
  89328. * For an animated SPS, it is usually called within the render loop.
  89329. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  89330. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  89331. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  89332. * @returns the SPS.
  89333. */
  89334. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  89335. /**
  89336. * Disposes the SPS.
  89337. */
  89338. dispose(): void;
  89339. /**
  89340. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  89341. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89342. * @returns the SPS.
  89343. */
  89344. refreshVisibleSize(): SolidParticleSystem;
  89345. /**
  89346. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  89347. * @param size the size (float) of the visibility box
  89348. * note : this doesn't lock the SPS mesh bounding box.
  89349. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89350. */
  89351. setVisibilityBox(size: number): void;
  89352. /**
  89353. * Gets whether the SPS as always visible or not
  89354. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89355. */
  89356. /**
  89357. * Sets the SPS as always visible or not
  89358. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89359. */
  89360. isAlwaysVisible: boolean;
  89361. /**
  89362. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89363. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89364. */
  89365. /**
  89366. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89367. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89368. */
  89369. isVisibilityBoxLocked: boolean;
  89370. /**
  89371. * Tells to `setParticles()` to compute the particle rotations or not.
  89372. * Default value : true. The SPS is faster when it's set to false.
  89373. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89374. */
  89375. /**
  89376. * Gets if `setParticles()` computes the particle rotations or not.
  89377. * Default value : true. The SPS is faster when it's set to false.
  89378. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89379. */
  89380. computeParticleRotation: boolean;
  89381. /**
  89382. * Tells to `setParticles()` to compute the particle colors or not.
  89383. * Default value : true. The SPS is faster when it's set to false.
  89384. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89385. */
  89386. /**
  89387. * Gets if `setParticles()` computes the particle colors or not.
  89388. * Default value : true. The SPS is faster when it's set to false.
  89389. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89390. */
  89391. computeParticleColor: boolean;
  89392. /**
  89393. * Gets if `setParticles()` computes the particle textures or not.
  89394. * Default value : true. The SPS is faster when it's set to false.
  89395. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  89396. */
  89397. computeParticleTexture: boolean;
  89398. /**
  89399. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  89400. * Default value : false. The SPS is faster when it's set to false.
  89401. * Note : the particle custom vertex positions aren't stored values.
  89402. */
  89403. /**
  89404. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  89405. * Default value : false. The SPS is faster when it's set to false.
  89406. * Note : the particle custom vertex positions aren't stored values.
  89407. */
  89408. computeParticleVertex: boolean;
  89409. /**
  89410. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  89411. */
  89412. /**
  89413. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  89414. */
  89415. computeBoundingBox: boolean;
  89416. /**
  89417. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  89418. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89419. * Default : `true`
  89420. */
  89421. /**
  89422. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  89423. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89424. * Default : `true`
  89425. */
  89426. depthSortParticles: boolean;
  89427. /**
  89428. * This function does nothing. It may be overwritten to set all the particle first values.
  89429. * The SPS doesn't call this function, you may have to call it by your own.
  89430. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89431. */
  89432. initParticles(): void;
  89433. /**
  89434. * This function does nothing. It may be overwritten to recycle a particle.
  89435. * The SPS doesn't call this function, you may have to call it by your own.
  89436. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89437. * @param particle The particle to recycle
  89438. * @returns the recycled particle
  89439. */
  89440. recycleParticle(particle: SolidParticle): SolidParticle;
  89441. /**
  89442. * Updates a particle : this function should be overwritten by the user.
  89443. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  89444. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89445. * @example : just set a particle position or velocity and recycle conditions
  89446. * @param particle The particle to update
  89447. * @returns the updated particle
  89448. */
  89449. updateParticle(particle: SolidParticle): SolidParticle;
  89450. /**
  89451. * Updates a vertex of a particle : it can be overwritten by the user.
  89452. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  89453. * @param particle the current particle
  89454. * @param vertex the current index of the current particle
  89455. * @param pt the index of the current vertex in the particle shape
  89456. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  89457. * @example : just set a vertex particle position
  89458. * @returns the updated vertex
  89459. */
  89460. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  89461. /**
  89462. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  89463. * This does nothing and may be overwritten by the user.
  89464. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89465. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89466. * @param update the boolean update value actually passed to setParticles()
  89467. */
  89468. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89469. /**
  89470. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  89471. * This will be passed three parameters.
  89472. * This does nothing and may be overwritten by the user.
  89473. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89474. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89475. * @param update the boolean update value actually passed to setParticles()
  89476. */
  89477. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89478. }
  89479. }
  89480. declare module BABYLON {
  89481. /**
  89482. * Represents one particle of a solid particle system.
  89483. */
  89484. export class SolidParticle {
  89485. /**
  89486. * particle global index
  89487. */
  89488. idx: number;
  89489. /**
  89490. * The color of the particle
  89491. */
  89492. color: Nullable<Color4>;
  89493. /**
  89494. * The world space position of the particle.
  89495. */
  89496. position: Vector3;
  89497. /**
  89498. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  89499. */
  89500. rotation: Vector3;
  89501. /**
  89502. * The world space rotation quaternion of the particle.
  89503. */
  89504. rotationQuaternion: Nullable<Quaternion>;
  89505. /**
  89506. * The scaling of the particle.
  89507. */
  89508. scaling: Vector3;
  89509. /**
  89510. * The uvs of the particle.
  89511. */
  89512. uvs: Vector4;
  89513. /**
  89514. * The current speed of the particle.
  89515. */
  89516. velocity: Vector3;
  89517. /**
  89518. * The pivot point in the particle local space.
  89519. */
  89520. pivot: Vector3;
  89521. /**
  89522. * Must the particle be translated from its pivot point in its local space ?
  89523. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  89524. * Default : false
  89525. */
  89526. translateFromPivot: boolean;
  89527. /**
  89528. * Is the particle active or not ?
  89529. */
  89530. alive: boolean;
  89531. /**
  89532. * Is the particle visible or not ?
  89533. */
  89534. isVisible: boolean;
  89535. /**
  89536. * Index of this particle in the global "positions" array (Internal use)
  89537. * @hidden
  89538. */
  89539. _pos: number;
  89540. /**
  89541. * @hidden Index of this particle in the global "indices" array (Internal use)
  89542. */
  89543. _ind: number;
  89544. /**
  89545. * @hidden ModelShape of this particle (Internal use)
  89546. */
  89547. _model: ModelShape;
  89548. /**
  89549. * ModelShape id of this particle
  89550. */
  89551. shapeId: number;
  89552. /**
  89553. * Index of the particle in its shape id (Internal use)
  89554. */
  89555. idxInShape: number;
  89556. /**
  89557. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  89558. */
  89559. _modelBoundingInfo: BoundingInfo;
  89560. /**
  89561. * @hidden Particle BoundingInfo object (Internal use)
  89562. */
  89563. _boundingInfo: BoundingInfo;
  89564. /**
  89565. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  89566. */
  89567. _sps: SolidParticleSystem;
  89568. /**
  89569. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  89570. */
  89571. _stillInvisible: boolean;
  89572. /**
  89573. * @hidden Last computed particle rotation matrix
  89574. */
  89575. _rotationMatrix: number[];
  89576. /**
  89577. * Parent particle Id, if any.
  89578. * Default null.
  89579. */
  89580. parentId: Nullable<number>;
  89581. /**
  89582. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  89583. * The possible values are :
  89584. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89585. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89586. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89587. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89588. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89589. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  89590. * */
  89591. cullingStrategy: number;
  89592. /**
  89593. * @hidden Internal global position in the SPS.
  89594. */
  89595. _globalPosition: Vector3;
  89596. /**
  89597. * Creates a Solid Particle object.
  89598. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  89599. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  89600. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  89601. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  89602. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  89603. * @param shapeId (integer) is the model shape identifier in the SPS.
  89604. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  89605. * @param sps defines the sps it is associated to
  89606. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  89607. */
  89608. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  89609. /**
  89610. * Legacy support, changed scale to scaling
  89611. */
  89612. /**
  89613. * Legacy support, changed scale to scaling
  89614. */
  89615. scale: Vector3;
  89616. /**
  89617. * Legacy support, changed quaternion to rotationQuaternion
  89618. */
  89619. /**
  89620. * Legacy support, changed quaternion to rotationQuaternion
  89621. */
  89622. quaternion: Nullable<Quaternion>;
  89623. /**
  89624. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89625. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89626. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89627. * @returns true if it intersects
  89628. */
  89629. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89630. /**
  89631. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89632. * A particle is in the frustum if its bounding box intersects the frustum
  89633. * @param frustumPlanes defines the frustum to test
  89634. * @returns true if the particle is in the frustum planes
  89635. */
  89636. isInFrustum(frustumPlanes: Plane[]): boolean;
  89637. /**
  89638. * get the rotation matrix of the particle
  89639. * @hidden
  89640. */
  89641. getRotationMatrix(m: Matrix): void;
  89642. }
  89643. /**
  89644. * Represents the shape of the model used by one particle of a solid particle system.
  89645. * SPS internal tool, don't use it manually.
  89646. */
  89647. export class ModelShape {
  89648. /**
  89649. * The shape id
  89650. * @hidden
  89651. */
  89652. shapeID: number;
  89653. /**
  89654. * flat array of model positions (internal use)
  89655. * @hidden
  89656. */
  89657. _shape: Vector3[];
  89658. /**
  89659. * flat array of model UVs (internal use)
  89660. * @hidden
  89661. */
  89662. _shapeUV: number[];
  89663. /**
  89664. * length of the shape in the model indices array (internal use)
  89665. * @hidden
  89666. */
  89667. _indicesLength: number;
  89668. /**
  89669. * Custom position function (internal use)
  89670. * @hidden
  89671. */
  89672. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89673. /**
  89674. * Custom vertex function (internal use)
  89675. * @hidden
  89676. */
  89677. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  89678. /**
  89679. * 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.
  89680. * SPS internal tool, don't use it manually.
  89681. * @hidden
  89682. */
  89683. 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>);
  89684. }
  89685. /**
  89686. * Represents a Depth Sorted Particle in the solid particle system.
  89687. */
  89688. export class DepthSortedParticle {
  89689. /**
  89690. * Index of the particle in the "indices" array
  89691. */
  89692. ind: number;
  89693. /**
  89694. * Length of the particle shape in the "indices" array
  89695. */
  89696. indicesLength: number;
  89697. /**
  89698. * Squared distance from the particle to the camera
  89699. */
  89700. sqDistance: number;
  89701. }
  89702. }
  89703. declare module BABYLON {
  89704. /**
  89705. * @hidden
  89706. */
  89707. export class _MeshCollisionData {
  89708. _checkCollisions: boolean;
  89709. _collisionMask: number;
  89710. _collisionGroup: number;
  89711. _collider: Nullable<Collider>;
  89712. _oldPositionForCollisions: Vector3;
  89713. _diffPositionForCollisions: Vector3;
  89714. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  89715. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  89716. }
  89717. }
  89718. declare module BABYLON {
  89719. /** @hidden */
  89720. class _FacetDataStorage {
  89721. facetPositions: Vector3[];
  89722. facetNormals: Vector3[];
  89723. facetPartitioning: number[][];
  89724. facetNb: number;
  89725. partitioningSubdivisions: number;
  89726. partitioningBBoxRatio: number;
  89727. facetDataEnabled: boolean;
  89728. facetParameters: any;
  89729. bbSize: Vector3;
  89730. subDiv: {
  89731. max: number;
  89732. X: number;
  89733. Y: number;
  89734. Z: number;
  89735. };
  89736. facetDepthSort: boolean;
  89737. facetDepthSortEnabled: boolean;
  89738. depthSortedIndices: IndicesArray;
  89739. depthSortedFacets: {
  89740. ind: number;
  89741. sqDistance: number;
  89742. }[];
  89743. facetDepthSortFunction: (f1: {
  89744. ind: number;
  89745. sqDistance: number;
  89746. }, f2: {
  89747. ind: number;
  89748. sqDistance: number;
  89749. }) => number;
  89750. facetDepthSortFrom: Vector3;
  89751. facetDepthSortOrigin: Vector3;
  89752. invertedMatrix: Matrix;
  89753. }
  89754. /**
  89755. * @hidden
  89756. **/
  89757. class _InternalAbstractMeshDataInfo {
  89758. _hasVertexAlpha: boolean;
  89759. _useVertexColors: boolean;
  89760. _numBoneInfluencers: number;
  89761. _applyFog: boolean;
  89762. _receiveShadows: boolean;
  89763. _facetData: _FacetDataStorage;
  89764. _visibility: number;
  89765. _skeleton: Nullable<Skeleton>;
  89766. _layerMask: number;
  89767. _computeBonesUsingShaders: boolean;
  89768. _isActive: boolean;
  89769. _onlyForInstances: boolean;
  89770. _isActiveIntermediate: boolean;
  89771. _onlyForInstancesIntermediate: boolean;
  89772. }
  89773. /**
  89774. * Class used to store all common mesh properties
  89775. */
  89776. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  89777. /** No occlusion */
  89778. static OCCLUSION_TYPE_NONE: number;
  89779. /** Occlusion set to optimisitic */
  89780. static OCCLUSION_TYPE_OPTIMISTIC: number;
  89781. /** Occlusion set to strict */
  89782. static OCCLUSION_TYPE_STRICT: number;
  89783. /** Use an accurante occlusion algorithm */
  89784. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  89785. /** Use a conservative occlusion algorithm */
  89786. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  89787. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  89788. * Test order :
  89789. * Is the bounding sphere outside the frustum ?
  89790. * If not, are the bounding box vertices outside the frustum ?
  89791. * It not, then the cullable object is in the frustum.
  89792. */
  89793. static readonly CULLINGSTRATEGY_STANDARD: number;
  89794. /** Culling strategy : Bounding Sphere Only.
  89795. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  89796. * It's also less accurate than the standard because some not visible objects can still be selected.
  89797. * Test : is the bounding sphere outside the frustum ?
  89798. * If not, then the cullable object is in the frustum.
  89799. */
  89800. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  89801. /** Culling strategy : Optimistic Inclusion.
  89802. * This in an inclusion test first, then the standard exclusion test.
  89803. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  89804. * 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.
  89805. * Anyway, it's as accurate as the standard strategy.
  89806. * Test :
  89807. * Is the cullable object bounding sphere center in the frustum ?
  89808. * If not, apply the default culling strategy.
  89809. */
  89810. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  89811. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  89812. * This in an inclusion test first, then the bounding sphere only exclusion test.
  89813. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  89814. * 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.
  89815. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  89816. * Test :
  89817. * Is the cullable object bounding sphere center in the frustum ?
  89818. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  89819. */
  89820. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  89821. /**
  89822. * No billboard
  89823. */
  89824. static readonly BILLBOARDMODE_NONE: number;
  89825. /** Billboard on X axis */
  89826. static readonly BILLBOARDMODE_X: number;
  89827. /** Billboard on Y axis */
  89828. static readonly BILLBOARDMODE_Y: number;
  89829. /** Billboard on Z axis */
  89830. static readonly BILLBOARDMODE_Z: number;
  89831. /** Billboard on all axes */
  89832. static readonly BILLBOARDMODE_ALL: number;
  89833. /** Billboard on using position instead of orientation */
  89834. static readonly BILLBOARDMODE_USE_POSITION: number;
  89835. /** @hidden */
  89836. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  89837. /**
  89838. * The culling strategy to use to check whether the mesh must be rendered or not.
  89839. * This value can be changed at any time and will be used on the next render mesh selection.
  89840. * The possible values are :
  89841. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89842. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89843. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89844. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89845. * Please read each static variable documentation to get details about the culling process.
  89846. * */
  89847. cullingStrategy: number;
  89848. /**
  89849. * Gets the number of facets in the mesh
  89850. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89851. */
  89852. readonly facetNb: number;
  89853. /**
  89854. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  89855. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89856. */
  89857. partitioningSubdivisions: number;
  89858. /**
  89859. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  89860. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  89861. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89862. */
  89863. partitioningBBoxRatio: number;
  89864. /**
  89865. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  89866. * Works only for updatable meshes.
  89867. * Doesn't work with multi-materials
  89868. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89869. */
  89870. mustDepthSortFacets: boolean;
  89871. /**
  89872. * The location (Vector3) where the facet depth sort must be computed from.
  89873. * By default, the active camera position.
  89874. * Used only when facet depth sort is enabled
  89875. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89876. */
  89877. facetDepthSortFrom: Vector3;
  89878. /**
  89879. * gets a boolean indicating if facetData is enabled
  89880. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89881. */
  89882. readonly isFacetDataEnabled: boolean;
  89883. /** @hidden */
  89884. _updateNonUniformScalingState(value: boolean): boolean;
  89885. /**
  89886. * An event triggered when this mesh collides with another one
  89887. */
  89888. onCollideObservable: Observable<AbstractMesh>;
  89889. /** Set a function to call when this mesh collides with another one */
  89890. onCollide: () => void;
  89891. /**
  89892. * An event triggered when the collision's position changes
  89893. */
  89894. onCollisionPositionChangeObservable: Observable<Vector3>;
  89895. /** Set a function to call when the collision's position changes */
  89896. onCollisionPositionChange: () => void;
  89897. /**
  89898. * An event triggered when material is changed
  89899. */
  89900. onMaterialChangedObservable: Observable<AbstractMesh>;
  89901. /**
  89902. * Gets or sets the orientation for POV movement & rotation
  89903. */
  89904. definedFacingForward: boolean;
  89905. /** @hidden */
  89906. _occlusionQuery: Nullable<WebGLQuery>;
  89907. /** @hidden */
  89908. _renderingGroup: Nullable<RenderingGroup>;
  89909. /**
  89910. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89911. */
  89912. /**
  89913. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89914. */
  89915. visibility: number;
  89916. /** Gets or sets the alpha index used to sort transparent meshes
  89917. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  89918. */
  89919. alphaIndex: number;
  89920. /**
  89921. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  89922. */
  89923. isVisible: boolean;
  89924. /**
  89925. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  89926. */
  89927. isPickable: boolean;
  89928. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  89929. showSubMeshesBoundingBox: boolean;
  89930. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  89931. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  89932. */
  89933. isBlocker: boolean;
  89934. /**
  89935. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  89936. */
  89937. enablePointerMoveEvents: boolean;
  89938. /**
  89939. * Specifies the rendering group id for this mesh (0 by default)
  89940. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  89941. */
  89942. renderingGroupId: number;
  89943. private _material;
  89944. /** Gets or sets current material */
  89945. material: Nullable<Material>;
  89946. /**
  89947. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  89948. * @see http://doc.babylonjs.com/babylon101/shadows
  89949. */
  89950. receiveShadows: boolean;
  89951. /** Defines color to use when rendering outline */
  89952. outlineColor: Color3;
  89953. /** Define width to use when rendering outline */
  89954. outlineWidth: number;
  89955. /** Defines color to use when rendering overlay */
  89956. overlayColor: Color3;
  89957. /** Defines alpha to use when rendering overlay */
  89958. overlayAlpha: number;
  89959. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  89960. hasVertexAlpha: boolean;
  89961. /** 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) */
  89962. useVertexColors: boolean;
  89963. /**
  89964. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  89965. */
  89966. computeBonesUsingShaders: boolean;
  89967. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  89968. numBoneInfluencers: number;
  89969. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  89970. applyFog: boolean;
  89971. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  89972. useOctreeForRenderingSelection: boolean;
  89973. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  89974. useOctreeForPicking: boolean;
  89975. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  89976. useOctreeForCollisions: boolean;
  89977. /**
  89978. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  89979. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  89980. */
  89981. layerMask: number;
  89982. /**
  89983. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  89984. */
  89985. alwaysSelectAsActiveMesh: boolean;
  89986. /**
  89987. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  89988. */
  89989. doNotSyncBoundingInfo: boolean;
  89990. /**
  89991. * Gets or sets the current action manager
  89992. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  89993. */
  89994. actionManager: Nullable<AbstractActionManager>;
  89995. private _meshCollisionData;
  89996. /**
  89997. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  89998. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89999. */
  90000. ellipsoid: Vector3;
  90001. /**
  90002. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  90003. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90004. */
  90005. ellipsoidOffset: Vector3;
  90006. /**
  90007. * Gets or sets a collision mask used to mask collisions (default is -1).
  90008. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90009. */
  90010. collisionMask: number;
  90011. /**
  90012. * Gets or sets the current collision group mask (-1 by default).
  90013. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90014. */
  90015. collisionGroup: number;
  90016. /**
  90017. * Defines edge width used when edgesRenderer is enabled
  90018. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90019. */
  90020. edgesWidth: number;
  90021. /**
  90022. * Defines edge color used when edgesRenderer is enabled
  90023. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90024. */
  90025. edgesColor: Color4;
  90026. /** @hidden */
  90027. _edgesRenderer: Nullable<IEdgesRenderer>;
  90028. /** @hidden */
  90029. _masterMesh: Nullable<AbstractMesh>;
  90030. /** @hidden */
  90031. _boundingInfo: Nullable<BoundingInfo>;
  90032. /** @hidden */
  90033. _renderId: number;
  90034. /**
  90035. * Gets or sets the list of subMeshes
  90036. * @see http://doc.babylonjs.com/how_to/multi_materials
  90037. */
  90038. subMeshes: SubMesh[];
  90039. /** @hidden */
  90040. _intersectionsInProgress: AbstractMesh[];
  90041. /** @hidden */
  90042. _unIndexed: boolean;
  90043. /** @hidden */
  90044. _lightSources: Light[];
  90045. /** Gets the list of lights affecting that mesh */
  90046. readonly lightSources: Light[];
  90047. /** @hidden */
  90048. readonly _positions: Nullable<Vector3[]>;
  90049. /** @hidden */
  90050. _waitingData: {
  90051. lods: Nullable<any>;
  90052. actions: Nullable<any>;
  90053. freezeWorldMatrix: Nullable<boolean>;
  90054. };
  90055. /** @hidden */
  90056. _bonesTransformMatrices: Nullable<Float32Array>;
  90057. /** @hidden */
  90058. _transformMatrixTexture: Nullable<RawTexture>;
  90059. /**
  90060. * Gets or sets a skeleton to apply skining transformations
  90061. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  90062. */
  90063. skeleton: Nullable<Skeleton>;
  90064. /**
  90065. * An event triggered when the mesh is rebuilt.
  90066. */
  90067. onRebuildObservable: Observable<AbstractMesh>;
  90068. /**
  90069. * Creates a new AbstractMesh
  90070. * @param name defines the name of the mesh
  90071. * @param scene defines the hosting scene
  90072. */
  90073. constructor(name: string, scene?: Nullable<Scene>);
  90074. /**
  90075. * Returns the string "AbstractMesh"
  90076. * @returns "AbstractMesh"
  90077. */
  90078. getClassName(): string;
  90079. /**
  90080. * Gets a string representation of the current mesh
  90081. * @param fullDetails defines a boolean indicating if full details must be included
  90082. * @returns a string representation of the current mesh
  90083. */
  90084. toString(fullDetails?: boolean): string;
  90085. /**
  90086. * @hidden
  90087. */
  90088. protected _getEffectiveParent(): Nullable<Node>;
  90089. /** @hidden */
  90090. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90091. /** @hidden */
  90092. _rebuild(): void;
  90093. /** @hidden */
  90094. _resyncLightSources(): void;
  90095. /** @hidden */
  90096. _resyncLighSource(light: Light): void;
  90097. /** @hidden */
  90098. _unBindEffect(): void;
  90099. /** @hidden */
  90100. _removeLightSource(light: Light): void;
  90101. private _markSubMeshesAsDirty;
  90102. /** @hidden */
  90103. _markSubMeshesAsLightDirty(): void;
  90104. /** @hidden */
  90105. _markSubMeshesAsAttributesDirty(): void;
  90106. /** @hidden */
  90107. _markSubMeshesAsMiscDirty(): void;
  90108. /**
  90109. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  90110. */
  90111. scaling: Vector3;
  90112. /**
  90113. * Returns true if the mesh is blocked. Implemented by child classes
  90114. */
  90115. readonly isBlocked: boolean;
  90116. /**
  90117. * Returns the mesh itself by default. Implemented by child classes
  90118. * @param camera defines the camera to use to pick the right LOD level
  90119. * @returns the currentAbstractMesh
  90120. */
  90121. getLOD(camera: Camera): Nullable<AbstractMesh>;
  90122. /**
  90123. * Returns 0 by default. Implemented by child classes
  90124. * @returns an integer
  90125. */
  90126. getTotalVertices(): number;
  90127. /**
  90128. * Returns a positive integer : the total number of indices in this mesh geometry.
  90129. * @returns the numner of indices or zero if the mesh has no geometry.
  90130. */
  90131. getTotalIndices(): number;
  90132. /**
  90133. * Returns null by default. Implemented by child classes
  90134. * @returns null
  90135. */
  90136. getIndices(): Nullable<IndicesArray>;
  90137. /**
  90138. * Returns the array of the requested vertex data kind. Implemented by child classes
  90139. * @param kind defines the vertex data kind to use
  90140. * @returns null
  90141. */
  90142. getVerticesData(kind: string): Nullable<FloatArray>;
  90143. /**
  90144. * Sets the vertex data of the mesh geometry for the requested `kind`.
  90145. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  90146. * Note that a new underlying VertexBuffer object is created each call.
  90147. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  90148. * @param kind defines vertex data kind:
  90149. * * VertexBuffer.PositionKind
  90150. * * VertexBuffer.UVKind
  90151. * * VertexBuffer.UV2Kind
  90152. * * VertexBuffer.UV3Kind
  90153. * * VertexBuffer.UV4Kind
  90154. * * VertexBuffer.UV5Kind
  90155. * * VertexBuffer.UV6Kind
  90156. * * VertexBuffer.ColorKind
  90157. * * VertexBuffer.MatricesIndicesKind
  90158. * * VertexBuffer.MatricesIndicesExtraKind
  90159. * * VertexBuffer.MatricesWeightsKind
  90160. * * VertexBuffer.MatricesWeightsExtraKind
  90161. * @param data defines the data source
  90162. * @param updatable defines if the data must be flagged as updatable (or static)
  90163. * @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
  90164. * @returns the current mesh
  90165. */
  90166. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  90167. /**
  90168. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  90169. * If the mesh has no geometry, it is simply returned as it is.
  90170. * @param kind defines vertex data kind:
  90171. * * VertexBuffer.PositionKind
  90172. * * VertexBuffer.UVKind
  90173. * * VertexBuffer.UV2Kind
  90174. * * VertexBuffer.UV3Kind
  90175. * * VertexBuffer.UV4Kind
  90176. * * VertexBuffer.UV5Kind
  90177. * * VertexBuffer.UV6Kind
  90178. * * VertexBuffer.ColorKind
  90179. * * VertexBuffer.MatricesIndicesKind
  90180. * * VertexBuffer.MatricesIndicesExtraKind
  90181. * * VertexBuffer.MatricesWeightsKind
  90182. * * VertexBuffer.MatricesWeightsExtraKind
  90183. * @param data defines the data source
  90184. * @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
  90185. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  90186. * @returns the current mesh
  90187. */
  90188. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  90189. /**
  90190. * Sets the mesh indices,
  90191. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  90192. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  90193. * @param totalVertices Defines the total number of vertices
  90194. * @returns the current mesh
  90195. */
  90196. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  90197. /**
  90198. * Gets a boolean indicating if specific vertex data is present
  90199. * @param kind defines the vertex data kind to use
  90200. * @returns true is data kind is present
  90201. */
  90202. isVerticesDataPresent(kind: string): boolean;
  90203. /**
  90204. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  90205. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  90206. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  90207. * @returns a BoundingInfo
  90208. */
  90209. getBoundingInfo(): BoundingInfo;
  90210. /**
  90211. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  90212. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  90213. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  90214. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  90215. * @returns the current mesh
  90216. */
  90217. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  90218. /**
  90219. * Overwrite the current bounding info
  90220. * @param boundingInfo defines the new bounding info
  90221. * @returns the current mesh
  90222. */
  90223. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  90224. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  90225. readonly useBones: boolean;
  90226. /** @hidden */
  90227. _preActivate(): void;
  90228. /** @hidden */
  90229. _preActivateForIntermediateRendering(renderId: number): void;
  90230. /** @hidden */
  90231. _activate(renderId: number, intermediateRendering: boolean): boolean;
  90232. /** @hidden */
  90233. _postActivate(): void;
  90234. /** @hidden */
  90235. _freeze(): void;
  90236. /** @hidden */
  90237. _unFreeze(): void;
  90238. /**
  90239. * Gets the current world matrix
  90240. * @returns a Matrix
  90241. */
  90242. getWorldMatrix(): Matrix;
  90243. /** @hidden */
  90244. _getWorldMatrixDeterminant(): number;
  90245. /**
  90246. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  90247. */
  90248. readonly isAnInstance: boolean;
  90249. /**
  90250. * Perform relative position change from the point of view of behind the front of the mesh.
  90251. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90252. * Supports definition of mesh facing forward or backward
  90253. * @param amountRight defines the distance on the right axis
  90254. * @param amountUp defines the distance on the up axis
  90255. * @param amountForward defines the distance on the forward axis
  90256. * @returns the current mesh
  90257. */
  90258. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  90259. /**
  90260. * Calculate relative position change from the point of view of behind the front of the mesh.
  90261. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90262. * Supports definition of mesh facing forward or backward
  90263. * @param amountRight defines the distance on the right axis
  90264. * @param amountUp defines the distance on the up axis
  90265. * @param amountForward defines the distance on the forward axis
  90266. * @returns the new displacement vector
  90267. */
  90268. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  90269. /**
  90270. * Perform relative rotation change from the point of view of behind the front of the mesh.
  90271. * Supports definition of mesh facing forward or backward
  90272. * @param flipBack defines the flip
  90273. * @param twirlClockwise defines the twirl
  90274. * @param tiltRight defines the tilt
  90275. * @returns the current mesh
  90276. */
  90277. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  90278. /**
  90279. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  90280. * Supports definition of mesh facing forward or backward.
  90281. * @param flipBack defines the flip
  90282. * @param twirlClockwise defines the twirl
  90283. * @param tiltRight defines the tilt
  90284. * @returns the new rotation vector
  90285. */
  90286. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  90287. /**
  90288. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  90289. * This means the mesh underlying bounding box and sphere are recomputed.
  90290. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  90291. * @returns the current mesh
  90292. */
  90293. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  90294. /** @hidden */
  90295. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  90296. /** @hidden */
  90297. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  90298. /** @hidden */
  90299. _updateBoundingInfo(): AbstractMesh;
  90300. /** @hidden */
  90301. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  90302. /** @hidden */
  90303. protected _afterComputeWorldMatrix(): void;
  90304. /** @hidden */
  90305. readonly _effectiveMesh: AbstractMesh;
  90306. /**
  90307. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  90308. * A mesh is in the frustum if its bounding box intersects the frustum
  90309. * @param frustumPlanes defines the frustum to test
  90310. * @returns true if the mesh is in the frustum planes
  90311. */
  90312. isInFrustum(frustumPlanes: Plane[]): boolean;
  90313. /**
  90314. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  90315. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  90316. * @param frustumPlanes defines the frustum to test
  90317. * @returns true if the mesh is completely in the frustum planes
  90318. */
  90319. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  90320. /**
  90321. * True if the mesh intersects another mesh or a SolidParticle object
  90322. * @param mesh defines a target mesh or SolidParticle to test
  90323. * @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)
  90324. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  90325. * @returns true if there is an intersection
  90326. */
  90327. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  90328. /**
  90329. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  90330. * @param point defines the point to test
  90331. * @returns true if there is an intersection
  90332. */
  90333. intersectsPoint(point: Vector3): boolean;
  90334. /**
  90335. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  90336. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90337. */
  90338. checkCollisions: boolean;
  90339. /**
  90340. * Gets Collider object used to compute collisions (not physics)
  90341. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90342. */
  90343. readonly collider: Nullable<Collider>;
  90344. /**
  90345. * Move the mesh using collision engine
  90346. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90347. * @param displacement defines the requested displacement vector
  90348. * @returns the current mesh
  90349. */
  90350. moveWithCollisions(displacement: Vector3): AbstractMesh;
  90351. private _onCollisionPositionChange;
  90352. /** @hidden */
  90353. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  90354. /** @hidden */
  90355. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90356. /** @hidden */
  90357. _checkCollision(collider: Collider): AbstractMesh;
  90358. /** @hidden */
  90359. _generatePointsArray(): boolean;
  90360. /**
  90361. * Checks if the passed Ray intersects with the mesh
  90362. * @param ray defines the ray to use
  90363. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90364. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  90365. * @returns the picking info
  90366. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  90367. */
  90368. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  90369. /**
  90370. * Clones the current mesh
  90371. * @param name defines the mesh name
  90372. * @param newParent defines the new mesh parent
  90373. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  90374. * @returns the new mesh
  90375. */
  90376. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  90377. /**
  90378. * Disposes all the submeshes of the current meshnp
  90379. * @returns the current mesh
  90380. */
  90381. releaseSubMeshes(): AbstractMesh;
  90382. /**
  90383. * Releases resources associated with this abstract mesh.
  90384. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90385. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90386. */
  90387. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90388. /**
  90389. * Adds the passed mesh as a child to the current mesh
  90390. * @param mesh defines the child mesh
  90391. * @returns the current mesh
  90392. */
  90393. addChild(mesh: AbstractMesh): AbstractMesh;
  90394. /**
  90395. * Removes the passed mesh from the current mesh children list
  90396. * @param mesh defines the child mesh
  90397. * @returns the current mesh
  90398. */
  90399. removeChild(mesh: AbstractMesh): AbstractMesh;
  90400. /** @hidden */
  90401. private _initFacetData;
  90402. /**
  90403. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  90404. * This method can be called within the render loop.
  90405. * 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
  90406. * @returns the current mesh
  90407. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90408. */
  90409. updateFacetData(): AbstractMesh;
  90410. /**
  90411. * Returns the facetLocalNormals array.
  90412. * The normals are expressed in the mesh local spac
  90413. * @returns an array of Vector3
  90414. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90415. */
  90416. getFacetLocalNormals(): Vector3[];
  90417. /**
  90418. * Returns the facetLocalPositions array.
  90419. * The facet positions are expressed in the mesh local space
  90420. * @returns an array of Vector3
  90421. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90422. */
  90423. getFacetLocalPositions(): Vector3[];
  90424. /**
  90425. * Returns the facetLocalPartioning array
  90426. * @returns an array of array of numbers
  90427. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90428. */
  90429. getFacetLocalPartitioning(): number[][];
  90430. /**
  90431. * Returns the i-th facet position in the world system.
  90432. * This method allocates a new Vector3 per call
  90433. * @param i defines the facet index
  90434. * @returns a new Vector3
  90435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90436. */
  90437. getFacetPosition(i: number): Vector3;
  90438. /**
  90439. * Sets the reference Vector3 with the i-th facet position in the world system
  90440. * @param i defines the facet index
  90441. * @param ref defines the target vector
  90442. * @returns the current mesh
  90443. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90444. */
  90445. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  90446. /**
  90447. * Returns the i-th facet normal in the world system.
  90448. * This method allocates a new Vector3 per call
  90449. * @param i defines the facet index
  90450. * @returns a new Vector3
  90451. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90452. */
  90453. getFacetNormal(i: number): Vector3;
  90454. /**
  90455. * Sets the reference Vector3 with the i-th facet normal in the world system
  90456. * @param i defines the facet index
  90457. * @param ref defines the target vector
  90458. * @returns the current mesh
  90459. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90460. */
  90461. getFacetNormalToRef(i: number, ref: Vector3): this;
  90462. /**
  90463. * 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)
  90464. * @param x defines x coordinate
  90465. * @param y defines y coordinate
  90466. * @param z defines z coordinate
  90467. * @returns the array of facet indexes
  90468. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90469. */
  90470. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  90471. /**
  90472. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  90473. * @param projected sets as the (x,y,z) world projection on the facet
  90474. * @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
  90475. * @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
  90476. * @param x defines x coordinate
  90477. * @param y defines y coordinate
  90478. * @param z defines z coordinate
  90479. * @returns the face index if found (or null instead)
  90480. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90481. */
  90482. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90483. /**
  90484. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  90485. * @param projected sets as the (x,y,z) local projection on the facet
  90486. * @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
  90487. * @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
  90488. * @param x defines x coordinate
  90489. * @param y defines y coordinate
  90490. * @param z defines z coordinate
  90491. * @returns the face index if found (or null instead)
  90492. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90493. */
  90494. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90495. /**
  90496. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  90497. * @returns the parameters
  90498. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90499. */
  90500. getFacetDataParameters(): any;
  90501. /**
  90502. * Disables the feature FacetData and frees the related memory
  90503. * @returns the current mesh
  90504. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90505. */
  90506. disableFacetData(): AbstractMesh;
  90507. /**
  90508. * Updates the AbstractMesh indices array
  90509. * @param indices defines the data source
  90510. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  90511. * @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)
  90512. * @returns the current mesh
  90513. */
  90514. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  90515. /**
  90516. * Creates new normals data for the mesh
  90517. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  90518. * @returns the current mesh
  90519. */
  90520. createNormals(updatable: boolean): AbstractMesh;
  90521. /**
  90522. * Align the mesh with a normal
  90523. * @param normal defines the normal to use
  90524. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  90525. * @returns the current mesh
  90526. */
  90527. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  90528. /** @hidden */
  90529. _checkOcclusionQuery(): boolean;
  90530. /**
  90531. * Disables the mesh edge rendering mode
  90532. * @returns the currentAbstractMesh
  90533. */
  90534. disableEdgesRendering(): AbstractMesh;
  90535. /**
  90536. * Enables the edge rendering mode on the mesh.
  90537. * This mode makes the mesh edges visible
  90538. * @param epsilon defines the maximal distance between two angles to detect a face
  90539. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  90540. * @returns the currentAbstractMesh
  90541. * @see https://www.babylonjs-playground.com/#19O9TU#0
  90542. */
  90543. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  90544. }
  90545. }
  90546. declare module BABYLON {
  90547. /**
  90548. * Interface used to define ActionEvent
  90549. */
  90550. export interface IActionEvent {
  90551. /** The mesh or sprite that triggered the action */
  90552. source: any;
  90553. /** The X mouse cursor position at the time of the event */
  90554. pointerX: number;
  90555. /** The Y mouse cursor position at the time of the event */
  90556. pointerY: number;
  90557. /** The mesh that is currently pointed at (can be null) */
  90558. meshUnderPointer: Nullable<AbstractMesh>;
  90559. /** the original (browser) event that triggered the ActionEvent */
  90560. sourceEvent?: any;
  90561. /** additional data for the event */
  90562. additionalData?: any;
  90563. }
  90564. /**
  90565. * ActionEvent is the event being sent when an action is triggered.
  90566. */
  90567. export class ActionEvent implements IActionEvent {
  90568. /** The mesh or sprite that triggered the action */
  90569. source: any;
  90570. /** The X mouse cursor position at the time of the event */
  90571. pointerX: number;
  90572. /** The Y mouse cursor position at the time of the event */
  90573. pointerY: number;
  90574. /** The mesh that is currently pointed at (can be null) */
  90575. meshUnderPointer: Nullable<AbstractMesh>;
  90576. /** the original (browser) event that triggered the ActionEvent */
  90577. sourceEvent?: any;
  90578. /** additional data for the event */
  90579. additionalData?: any;
  90580. /**
  90581. * Creates a new ActionEvent
  90582. * @param source The mesh or sprite that triggered the action
  90583. * @param pointerX The X mouse cursor position at the time of the event
  90584. * @param pointerY The Y mouse cursor position at the time of the event
  90585. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  90586. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  90587. * @param additionalData additional data for the event
  90588. */
  90589. constructor(
  90590. /** The mesh or sprite that triggered the action */
  90591. source: any,
  90592. /** The X mouse cursor position at the time of the event */
  90593. pointerX: number,
  90594. /** The Y mouse cursor position at the time of the event */
  90595. pointerY: number,
  90596. /** The mesh that is currently pointed at (can be null) */
  90597. meshUnderPointer: Nullable<AbstractMesh>,
  90598. /** the original (browser) event that triggered the ActionEvent */
  90599. sourceEvent?: any,
  90600. /** additional data for the event */
  90601. additionalData?: any);
  90602. /**
  90603. * Helper function to auto-create an ActionEvent from a source mesh.
  90604. * @param source The source mesh that triggered the event
  90605. * @param evt The original (browser) event
  90606. * @param additionalData additional data for the event
  90607. * @returns the new ActionEvent
  90608. */
  90609. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  90610. /**
  90611. * Helper function to auto-create an ActionEvent from a source sprite
  90612. * @param source The source sprite that triggered the event
  90613. * @param scene Scene associated with the sprite
  90614. * @param evt The original (browser) event
  90615. * @param additionalData additional data for the event
  90616. * @returns the new ActionEvent
  90617. */
  90618. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90619. /**
  90620. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90621. * @param scene the scene where the event occurred
  90622. * @param evt The original (browser) event
  90623. * @returns the new ActionEvent
  90624. */
  90625. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90626. /**
  90627. * Helper function to auto-create an ActionEvent from a primitive
  90628. * @param prim defines the target primitive
  90629. * @param pointerPos defines the pointer position
  90630. * @param evt The original (browser) event
  90631. * @param additionalData additional data for the event
  90632. * @returns the new ActionEvent
  90633. */
  90634. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90635. }
  90636. }
  90637. declare module BABYLON {
  90638. /**
  90639. * Abstract class used to decouple action Manager from scene and meshes.
  90640. * Do not instantiate.
  90641. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90642. */
  90643. export abstract class AbstractActionManager implements IDisposable {
  90644. /** Gets the list of active triggers */
  90645. static Triggers: {
  90646. [key: string]: number;
  90647. };
  90648. /** Gets the cursor to use when hovering items */
  90649. hoverCursor: string;
  90650. /** Gets the list of actions */
  90651. actions: IAction[];
  90652. /**
  90653. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90654. */
  90655. isRecursive: boolean;
  90656. /**
  90657. * Releases all associated resources
  90658. */
  90659. abstract dispose(): void;
  90660. /**
  90661. * Does this action manager has pointer triggers
  90662. */
  90663. abstract readonly hasPointerTriggers: boolean;
  90664. /**
  90665. * Does this action manager has pick triggers
  90666. */
  90667. abstract readonly hasPickTriggers: boolean;
  90668. /**
  90669. * Process a specific trigger
  90670. * @param trigger defines the trigger to process
  90671. * @param evt defines the event details to be processed
  90672. */
  90673. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  90674. /**
  90675. * Does this action manager handles actions of any of the given triggers
  90676. * @param triggers defines the triggers to be tested
  90677. * @return a boolean indicating whether one (or more) of the triggers is handled
  90678. */
  90679. abstract hasSpecificTriggers(triggers: number[]): boolean;
  90680. /**
  90681. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  90682. * speed.
  90683. * @param triggerA defines the trigger to be tested
  90684. * @param triggerB defines the trigger to be tested
  90685. * @return a boolean indicating whether one (or more) of the triggers is handled
  90686. */
  90687. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  90688. /**
  90689. * Does this action manager handles actions of a given trigger
  90690. * @param trigger defines the trigger to be tested
  90691. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  90692. * @return whether the trigger is handled
  90693. */
  90694. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  90695. /**
  90696. * Serialize this manager to a JSON object
  90697. * @param name defines the property name to store this manager
  90698. * @returns a JSON representation of this manager
  90699. */
  90700. abstract serialize(name: string): any;
  90701. /**
  90702. * Registers an action to this action manager
  90703. * @param action defines the action to be registered
  90704. * @return the action amended (prepared) after registration
  90705. */
  90706. abstract registerAction(action: IAction): Nullable<IAction>;
  90707. /**
  90708. * Unregisters an action to this action manager
  90709. * @param action defines the action to be unregistered
  90710. * @return a boolean indicating whether the action has been unregistered
  90711. */
  90712. abstract unregisterAction(action: IAction): Boolean;
  90713. /**
  90714. * Does exist one action manager with at least one trigger
  90715. **/
  90716. static readonly HasTriggers: boolean;
  90717. /**
  90718. * Does exist one action manager with at least one pick trigger
  90719. **/
  90720. static readonly HasPickTriggers: boolean;
  90721. /**
  90722. * Does exist one action manager that handles actions of a given trigger
  90723. * @param trigger defines the trigger to be tested
  90724. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  90725. **/
  90726. static HasSpecificTrigger(trigger: number): boolean;
  90727. }
  90728. }
  90729. declare module BABYLON {
  90730. /**
  90731. * Defines how a node can be built from a string name.
  90732. */
  90733. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  90734. /**
  90735. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  90736. */
  90737. export class Node implements IBehaviorAware<Node> {
  90738. /** @hidden */
  90739. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  90740. private static _NodeConstructors;
  90741. /**
  90742. * Add a new node constructor
  90743. * @param type defines the type name of the node to construct
  90744. * @param constructorFunc defines the constructor function
  90745. */
  90746. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  90747. /**
  90748. * Returns a node constructor based on type name
  90749. * @param type defines the type name
  90750. * @param name defines the new node name
  90751. * @param scene defines the hosting scene
  90752. * @param options defines optional options to transmit to constructors
  90753. * @returns the new constructor or null
  90754. */
  90755. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  90756. /**
  90757. * Gets or sets the name of the node
  90758. */
  90759. name: string;
  90760. /**
  90761. * Gets or sets the id of the node
  90762. */
  90763. id: string;
  90764. /**
  90765. * Gets or sets the unique id of the node
  90766. */
  90767. uniqueId: number;
  90768. /**
  90769. * Gets or sets a string used to store user defined state for the node
  90770. */
  90771. state: string;
  90772. /**
  90773. * Gets or sets an object used to store user defined information for the node
  90774. */
  90775. metadata: any;
  90776. /**
  90777. * For internal use only. Please do not use.
  90778. */
  90779. reservedDataStore: any;
  90780. /**
  90781. * List of inspectable custom properties (used by the Inspector)
  90782. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  90783. */
  90784. inspectableCustomProperties: IInspectable[];
  90785. /**
  90786. * Gets or sets a boolean used to define if the node must be serialized
  90787. */
  90788. doNotSerialize: boolean;
  90789. /** @hidden */
  90790. _isDisposed: boolean;
  90791. /**
  90792. * Gets a list of Animations associated with the node
  90793. */
  90794. animations: Animation[];
  90795. protected _ranges: {
  90796. [name: string]: Nullable<AnimationRange>;
  90797. };
  90798. /**
  90799. * Callback raised when the node is ready to be used
  90800. */
  90801. onReady: Nullable<(node: Node) => void>;
  90802. private _isEnabled;
  90803. private _isParentEnabled;
  90804. private _isReady;
  90805. /** @hidden */
  90806. _currentRenderId: number;
  90807. private _parentUpdateId;
  90808. /** @hidden */
  90809. _childUpdateId: number;
  90810. /** @hidden */
  90811. _waitingParentId: Nullable<string>;
  90812. /** @hidden */
  90813. _scene: Scene;
  90814. /** @hidden */
  90815. _cache: any;
  90816. private _parentNode;
  90817. private _children;
  90818. /** @hidden */
  90819. _worldMatrix: Matrix;
  90820. /** @hidden */
  90821. _worldMatrixDeterminant: number;
  90822. /** @hidden */
  90823. _worldMatrixDeterminantIsDirty: boolean;
  90824. /** @hidden */
  90825. private _sceneRootNodesIndex;
  90826. /**
  90827. * Gets a boolean indicating if the node has been disposed
  90828. * @returns true if the node was disposed
  90829. */
  90830. isDisposed(): boolean;
  90831. /**
  90832. * Gets or sets the parent of the node (without keeping the current position in the scene)
  90833. * @see https://doc.babylonjs.com/how_to/parenting
  90834. */
  90835. parent: Nullable<Node>;
  90836. private addToSceneRootNodes;
  90837. private removeFromSceneRootNodes;
  90838. private _animationPropertiesOverride;
  90839. /**
  90840. * Gets or sets the animation properties override
  90841. */
  90842. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90843. /**
  90844. * Gets a string idenfifying the name of the class
  90845. * @returns "Node" string
  90846. */
  90847. getClassName(): string;
  90848. /** @hidden */
  90849. readonly _isNode: boolean;
  90850. /**
  90851. * An event triggered when the mesh is disposed
  90852. */
  90853. onDisposeObservable: Observable<Node>;
  90854. private _onDisposeObserver;
  90855. /**
  90856. * Sets a callback that will be raised when the node will be disposed
  90857. */
  90858. onDispose: () => void;
  90859. /**
  90860. * Creates a new Node
  90861. * @param name the name and id to be given to this node
  90862. * @param scene the scene this node will be added to
  90863. * @param addToRootNodes the node will be added to scene.rootNodes
  90864. */
  90865. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  90866. /**
  90867. * Gets the scene of the node
  90868. * @returns a scene
  90869. */
  90870. getScene(): Scene;
  90871. /**
  90872. * Gets the engine of the node
  90873. * @returns a Engine
  90874. */
  90875. getEngine(): Engine;
  90876. private _behaviors;
  90877. /**
  90878. * Attach a behavior to the node
  90879. * @see http://doc.babylonjs.com/features/behaviour
  90880. * @param behavior defines the behavior to attach
  90881. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  90882. * @returns the current Node
  90883. */
  90884. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  90885. /**
  90886. * Remove an attached behavior
  90887. * @see http://doc.babylonjs.com/features/behaviour
  90888. * @param behavior defines the behavior to attach
  90889. * @returns the current Node
  90890. */
  90891. removeBehavior(behavior: Behavior<Node>): Node;
  90892. /**
  90893. * Gets the list of attached behaviors
  90894. * @see http://doc.babylonjs.com/features/behaviour
  90895. */
  90896. readonly behaviors: Behavior<Node>[];
  90897. /**
  90898. * Gets an attached behavior by name
  90899. * @param name defines the name of the behavior to look for
  90900. * @see http://doc.babylonjs.com/features/behaviour
  90901. * @returns null if behavior was not found else the requested behavior
  90902. */
  90903. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  90904. /**
  90905. * Returns the latest update of the World matrix
  90906. * @returns a Matrix
  90907. */
  90908. getWorldMatrix(): Matrix;
  90909. /** @hidden */
  90910. _getWorldMatrixDeterminant(): number;
  90911. /**
  90912. * Returns directly the latest state of the mesh World matrix.
  90913. * A Matrix is returned.
  90914. */
  90915. readonly worldMatrixFromCache: Matrix;
  90916. /** @hidden */
  90917. _initCache(): void;
  90918. /** @hidden */
  90919. updateCache(force?: boolean): void;
  90920. /** @hidden */
  90921. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90922. /** @hidden */
  90923. _updateCache(ignoreParentClass?: boolean): void;
  90924. /** @hidden */
  90925. _isSynchronized(): boolean;
  90926. /** @hidden */
  90927. _markSyncedWithParent(): void;
  90928. /** @hidden */
  90929. isSynchronizedWithParent(): boolean;
  90930. /** @hidden */
  90931. isSynchronized(): boolean;
  90932. /**
  90933. * Is this node ready to be used/rendered
  90934. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  90935. * @return true if the node is ready
  90936. */
  90937. isReady(completeCheck?: boolean): boolean;
  90938. /**
  90939. * Is this node enabled?
  90940. * 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
  90941. * @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
  90942. * @return whether this node (and its parent) is enabled
  90943. */
  90944. isEnabled(checkAncestors?: boolean): boolean;
  90945. /** @hidden */
  90946. protected _syncParentEnabledState(): void;
  90947. /**
  90948. * Set the enabled state of this node
  90949. * @param value defines the new enabled state
  90950. */
  90951. setEnabled(value: boolean): void;
  90952. /**
  90953. * Is this node a descendant of the given node?
  90954. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  90955. * @param ancestor defines the parent node to inspect
  90956. * @returns a boolean indicating if this node is a descendant of the given node
  90957. */
  90958. isDescendantOf(ancestor: Node): boolean;
  90959. /** @hidden */
  90960. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  90961. /**
  90962. * Will return all nodes that have this node as ascendant
  90963. * @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
  90964. * @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
  90965. * @return all children nodes of all types
  90966. */
  90967. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  90968. /**
  90969. * Get all child-meshes of this node
  90970. * @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)
  90971. * @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
  90972. * @returns an array of AbstractMesh
  90973. */
  90974. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  90975. /**
  90976. * Get all direct children of this node
  90977. * @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
  90978. * @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)
  90979. * @returns an array of Node
  90980. */
  90981. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  90982. /** @hidden */
  90983. _setReady(state: boolean): void;
  90984. /**
  90985. * Get an animation by name
  90986. * @param name defines the name of the animation to look for
  90987. * @returns null if not found else the requested animation
  90988. */
  90989. getAnimationByName(name: string): Nullable<Animation>;
  90990. /**
  90991. * Creates an animation range for this node
  90992. * @param name defines the name of the range
  90993. * @param from defines the starting key
  90994. * @param to defines the end key
  90995. */
  90996. createAnimationRange(name: string, from: number, to: number): void;
  90997. /**
  90998. * Delete a specific animation range
  90999. * @param name defines the name of the range to delete
  91000. * @param deleteFrames defines if animation frames from the range must be deleted as well
  91001. */
  91002. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  91003. /**
  91004. * Get an animation range by name
  91005. * @param name defines the name of the animation range to look for
  91006. * @returns null if not found else the requested animation range
  91007. */
  91008. getAnimationRange(name: string): Nullable<AnimationRange>;
  91009. /**
  91010. * Gets the list of all animation ranges defined on this node
  91011. * @returns an array
  91012. */
  91013. getAnimationRanges(): Nullable<AnimationRange>[];
  91014. /**
  91015. * Will start the animation sequence
  91016. * @param name defines the range frames for animation sequence
  91017. * @param loop defines if the animation should loop (false by default)
  91018. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  91019. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  91020. * @returns the object created for this animation. If range does not exist, it will return null
  91021. */
  91022. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  91023. /**
  91024. * Serialize animation ranges into a JSON compatible object
  91025. * @returns serialization object
  91026. */
  91027. serializeAnimationRanges(): any;
  91028. /**
  91029. * Computes the world matrix of the node
  91030. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  91031. * @returns the world matrix
  91032. */
  91033. computeWorldMatrix(force?: boolean): Matrix;
  91034. /**
  91035. * Releases resources associated with this node.
  91036. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91037. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91038. */
  91039. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91040. /**
  91041. * Parse animation range data from a serialization object and store them into a given node
  91042. * @param node defines where to store the animation ranges
  91043. * @param parsedNode defines the serialization object to read data from
  91044. * @param scene defines the hosting scene
  91045. */
  91046. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  91047. /**
  91048. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  91049. * @param includeDescendants Include bounding info from descendants as well (true by default)
  91050. * @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
  91051. * @returns the new bounding vectors
  91052. */
  91053. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  91054. min: Vector3;
  91055. max: Vector3;
  91056. };
  91057. }
  91058. }
  91059. declare module BABYLON {
  91060. /**
  91061. * @hidden
  91062. */
  91063. export class _IAnimationState {
  91064. key: number;
  91065. repeatCount: number;
  91066. workValue?: any;
  91067. loopMode?: number;
  91068. offsetValue?: any;
  91069. highLimitValue?: any;
  91070. }
  91071. /**
  91072. * Class used to store any kind of animation
  91073. */
  91074. export class Animation {
  91075. /**Name of the animation */
  91076. name: string;
  91077. /**Property to animate */
  91078. targetProperty: string;
  91079. /**The frames per second of the animation */
  91080. framePerSecond: number;
  91081. /**The data type of the animation */
  91082. dataType: number;
  91083. /**The loop mode of the animation */
  91084. loopMode?: number | undefined;
  91085. /**Specifies if blending should be enabled */
  91086. enableBlending?: boolean | undefined;
  91087. /**
  91088. * Use matrix interpolation instead of using direct key value when animating matrices
  91089. */
  91090. static AllowMatricesInterpolation: boolean;
  91091. /**
  91092. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  91093. */
  91094. static AllowMatrixDecomposeForInterpolation: boolean;
  91095. /**
  91096. * Stores the key frames of the animation
  91097. */
  91098. private _keys;
  91099. /**
  91100. * Stores the easing function of the animation
  91101. */
  91102. private _easingFunction;
  91103. /**
  91104. * @hidden Internal use only
  91105. */
  91106. _runtimeAnimations: RuntimeAnimation[];
  91107. /**
  91108. * The set of event that will be linked to this animation
  91109. */
  91110. private _events;
  91111. /**
  91112. * Stores an array of target property paths
  91113. */
  91114. targetPropertyPath: string[];
  91115. /**
  91116. * Stores the blending speed of the animation
  91117. */
  91118. blendingSpeed: number;
  91119. /**
  91120. * Stores the animation ranges for the animation
  91121. */
  91122. private _ranges;
  91123. /**
  91124. * @hidden Internal use
  91125. */
  91126. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  91127. /**
  91128. * Sets up an animation
  91129. * @param property The property to animate
  91130. * @param animationType The animation type to apply
  91131. * @param framePerSecond The frames per second of the animation
  91132. * @param easingFunction The easing function used in the animation
  91133. * @returns The created animation
  91134. */
  91135. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  91136. /**
  91137. * Create and start an animation on a node
  91138. * @param name defines the name of the global animation that will be run on all nodes
  91139. * @param node defines the root node where the animation will take place
  91140. * @param targetProperty defines property to animate
  91141. * @param framePerSecond defines the number of frame per second yo use
  91142. * @param totalFrame defines the number of frames in total
  91143. * @param from defines the initial value
  91144. * @param to defines the final value
  91145. * @param loopMode defines which loop mode you want to use (off by default)
  91146. * @param easingFunction defines the easing function to use (linear by default)
  91147. * @param onAnimationEnd defines the callback to call when animation end
  91148. * @returns the animatable created for this animation
  91149. */
  91150. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91151. /**
  91152. * Create and start an animation on a node and its descendants
  91153. * @param name defines the name of the global animation that will be run on all nodes
  91154. * @param node defines the root node where the animation will take place
  91155. * @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
  91156. * @param targetProperty defines property to animate
  91157. * @param framePerSecond defines the number of frame per second to use
  91158. * @param totalFrame defines the number of frames in total
  91159. * @param from defines the initial value
  91160. * @param to defines the final value
  91161. * @param loopMode defines which loop mode you want to use (off by default)
  91162. * @param easingFunction defines the easing function to use (linear by default)
  91163. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  91164. * @returns the list of animatables created for all nodes
  91165. * @example https://www.babylonjs-playground.com/#MH0VLI
  91166. */
  91167. 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[]>;
  91168. /**
  91169. * Creates a new animation, merges it with the existing animations and starts it
  91170. * @param name Name of the animation
  91171. * @param node Node which contains the scene that begins the animations
  91172. * @param targetProperty Specifies which property to animate
  91173. * @param framePerSecond The frames per second of the animation
  91174. * @param totalFrame The total number of frames
  91175. * @param from The frame at the beginning of the animation
  91176. * @param to The frame at the end of the animation
  91177. * @param loopMode Specifies the loop mode of the animation
  91178. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  91179. * @param onAnimationEnd Callback to run once the animation is complete
  91180. * @returns Nullable animation
  91181. */
  91182. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91183. /**
  91184. * Transition property of an host to the target Value
  91185. * @param property The property to transition
  91186. * @param targetValue The target Value of the property
  91187. * @param host The object where the property to animate belongs
  91188. * @param scene Scene used to run the animation
  91189. * @param frameRate Framerate (in frame/s) to use
  91190. * @param transition The transition type we want to use
  91191. * @param duration The duration of the animation, in milliseconds
  91192. * @param onAnimationEnd Callback trigger at the end of the animation
  91193. * @returns Nullable animation
  91194. */
  91195. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  91196. /**
  91197. * Return the array of runtime animations currently using this animation
  91198. */
  91199. readonly runtimeAnimations: RuntimeAnimation[];
  91200. /**
  91201. * Specifies if any of the runtime animations are currently running
  91202. */
  91203. readonly hasRunningRuntimeAnimations: boolean;
  91204. /**
  91205. * Initializes the animation
  91206. * @param name Name of the animation
  91207. * @param targetProperty Property to animate
  91208. * @param framePerSecond The frames per second of the animation
  91209. * @param dataType The data type of the animation
  91210. * @param loopMode The loop mode of the animation
  91211. * @param enableBlending Specifies if blending should be enabled
  91212. */
  91213. constructor(
  91214. /**Name of the animation */
  91215. name: string,
  91216. /**Property to animate */
  91217. targetProperty: string,
  91218. /**The frames per second of the animation */
  91219. framePerSecond: number,
  91220. /**The data type of the animation */
  91221. dataType: number,
  91222. /**The loop mode of the animation */
  91223. loopMode?: number | undefined,
  91224. /**Specifies if blending should be enabled */
  91225. enableBlending?: boolean | undefined);
  91226. /**
  91227. * Converts the animation to a string
  91228. * @param fullDetails support for multiple levels of logging within scene loading
  91229. * @returns String form of the animation
  91230. */
  91231. toString(fullDetails?: boolean): string;
  91232. /**
  91233. * Add an event to this animation
  91234. * @param event Event to add
  91235. */
  91236. addEvent(event: AnimationEvent): void;
  91237. /**
  91238. * Remove all events found at the given frame
  91239. * @param frame The frame to remove events from
  91240. */
  91241. removeEvents(frame: number): void;
  91242. /**
  91243. * Retrieves all the events from the animation
  91244. * @returns Events from the animation
  91245. */
  91246. getEvents(): AnimationEvent[];
  91247. /**
  91248. * Creates an animation range
  91249. * @param name Name of the animation range
  91250. * @param from Starting frame of the animation range
  91251. * @param to Ending frame of the animation
  91252. */
  91253. createRange(name: string, from: number, to: number): void;
  91254. /**
  91255. * Deletes an animation range by name
  91256. * @param name Name of the animation range to delete
  91257. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  91258. */
  91259. deleteRange(name: string, deleteFrames?: boolean): void;
  91260. /**
  91261. * Gets the animation range by name, or null if not defined
  91262. * @param name Name of the animation range
  91263. * @returns Nullable animation range
  91264. */
  91265. getRange(name: string): Nullable<AnimationRange>;
  91266. /**
  91267. * Gets the key frames from the animation
  91268. * @returns The key frames of the animation
  91269. */
  91270. getKeys(): Array<IAnimationKey>;
  91271. /**
  91272. * Gets the highest frame rate of the animation
  91273. * @returns Highest frame rate of the animation
  91274. */
  91275. getHighestFrame(): number;
  91276. /**
  91277. * Gets the easing function of the animation
  91278. * @returns Easing function of the animation
  91279. */
  91280. getEasingFunction(): IEasingFunction;
  91281. /**
  91282. * Sets the easing function of the animation
  91283. * @param easingFunction A custom mathematical formula for animation
  91284. */
  91285. setEasingFunction(easingFunction: EasingFunction): void;
  91286. /**
  91287. * Interpolates a scalar linearly
  91288. * @param startValue Start value of the animation curve
  91289. * @param endValue End value of the animation curve
  91290. * @param gradient Scalar amount to interpolate
  91291. * @returns Interpolated scalar value
  91292. */
  91293. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  91294. /**
  91295. * Interpolates a scalar cubically
  91296. * @param startValue Start value of the animation curve
  91297. * @param outTangent End tangent of the animation
  91298. * @param endValue End value of the animation curve
  91299. * @param inTangent Start tangent of the animation curve
  91300. * @param gradient Scalar amount to interpolate
  91301. * @returns Interpolated scalar value
  91302. */
  91303. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  91304. /**
  91305. * Interpolates a quaternion using a spherical linear interpolation
  91306. * @param startValue Start value of the animation curve
  91307. * @param endValue End value of the animation curve
  91308. * @param gradient Scalar amount to interpolate
  91309. * @returns Interpolated quaternion value
  91310. */
  91311. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  91312. /**
  91313. * Interpolates a quaternion cubically
  91314. * @param startValue Start value of the animation curve
  91315. * @param outTangent End tangent of the animation curve
  91316. * @param endValue End value of the animation curve
  91317. * @param inTangent Start tangent of the animation curve
  91318. * @param gradient Scalar amount to interpolate
  91319. * @returns Interpolated quaternion value
  91320. */
  91321. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  91322. /**
  91323. * Interpolates a Vector3 linearl
  91324. * @param startValue Start value of the animation curve
  91325. * @param endValue End value of the animation curve
  91326. * @param gradient Scalar amount to interpolate
  91327. * @returns Interpolated scalar value
  91328. */
  91329. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  91330. /**
  91331. * Interpolates a Vector3 cubically
  91332. * @param startValue Start value of the animation curve
  91333. * @param outTangent End tangent of the animation
  91334. * @param endValue End value of the animation curve
  91335. * @param inTangent Start tangent of the animation curve
  91336. * @param gradient Scalar amount to interpolate
  91337. * @returns InterpolatedVector3 value
  91338. */
  91339. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  91340. /**
  91341. * Interpolates a Vector2 linearly
  91342. * @param startValue Start value of the animation curve
  91343. * @param endValue End value of the animation curve
  91344. * @param gradient Scalar amount to interpolate
  91345. * @returns Interpolated Vector2 value
  91346. */
  91347. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  91348. /**
  91349. * Interpolates a Vector2 cubically
  91350. * @param startValue Start value of the animation curve
  91351. * @param outTangent End tangent of the animation
  91352. * @param endValue End value of the animation curve
  91353. * @param inTangent Start tangent of the animation curve
  91354. * @param gradient Scalar amount to interpolate
  91355. * @returns Interpolated Vector2 value
  91356. */
  91357. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91358. /**
  91359. * Interpolates a size linearly
  91360. * @param startValue Start value of the animation curve
  91361. * @param endValue End value of the animation curve
  91362. * @param gradient Scalar amount to interpolate
  91363. * @returns Interpolated Size value
  91364. */
  91365. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  91366. /**
  91367. * Interpolates a Color3 linearly
  91368. * @param startValue Start value of the animation curve
  91369. * @param endValue End value of the animation curve
  91370. * @param gradient Scalar amount to interpolate
  91371. * @returns Interpolated Color3 value
  91372. */
  91373. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  91374. /**
  91375. * @hidden Internal use only
  91376. */
  91377. _getKeyValue(value: any): any;
  91378. /**
  91379. * @hidden Internal use only
  91380. */
  91381. _interpolate(currentFrame: number, state: _IAnimationState): any;
  91382. /**
  91383. * Defines the function to use to interpolate matrices
  91384. * @param startValue defines the start matrix
  91385. * @param endValue defines the end matrix
  91386. * @param gradient defines the gradient between both matrices
  91387. * @param result defines an optional target matrix where to store the interpolation
  91388. * @returns the interpolated matrix
  91389. */
  91390. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  91391. /**
  91392. * Makes a copy of the animation
  91393. * @returns Cloned animation
  91394. */
  91395. clone(): Animation;
  91396. /**
  91397. * Sets the key frames of the animation
  91398. * @param values The animation key frames to set
  91399. */
  91400. setKeys(values: Array<IAnimationKey>): void;
  91401. /**
  91402. * Serializes the animation to an object
  91403. * @returns Serialized object
  91404. */
  91405. serialize(): any;
  91406. /**
  91407. * Float animation type
  91408. */
  91409. private static _ANIMATIONTYPE_FLOAT;
  91410. /**
  91411. * Vector3 animation type
  91412. */
  91413. private static _ANIMATIONTYPE_VECTOR3;
  91414. /**
  91415. * Quaternion animation type
  91416. */
  91417. private static _ANIMATIONTYPE_QUATERNION;
  91418. /**
  91419. * Matrix animation type
  91420. */
  91421. private static _ANIMATIONTYPE_MATRIX;
  91422. /**
  91423. * Color3 animation type
  91424. */
  91425. private static _ANIMATIONTYPE_COLOR3;
  91426. /**
  91427. * Vector2 animation type
  91428. */
  91429. private static _ANIMATIONTYPE_VECTOR2;
  91430. /**
  91431. * Size animation type
  91432. */
  91433. private static _ANIMATIONTYPE_SIZE;
  91434. /**
  91435. * Relative Loop Mode
  91436. */
  91437. private static _ANIMATIONLOOPMODE_RELATIVE;
  91438. /**
  91439. * Cycle Loop Mode
  91440. */
  91441. private static _ANIMATIONLOOPMODE_CYCLE;
  91442. /**
  91443. * Constant Loop Mode
  91444. */
  91445. private static _ANIMATIONLOOPMODE_CONSTANT;
  91446. /**
  91447. * Get the float animation type
  91448. */
  91449. static readonly ANIMATIONTYPE_FLOAT: number;
  91450. /**
  91451. * Get the Vector3 animation type
  91452. */
  91453. static readonly ANIMATIONTYPE_VECTOR3: number;
  91454. /**
  91455. * Get the Vector2 animation type
  91456. */
  91457. static readonly ANIMATIONTYPE_VECTOR2: number;
  91458. /**
  91459. * Get the Size animation type
  91460. */
  91461. static readonly ANIMATIONTYPE_SIZE: number;
  91462. /**
  91463. * Get the Quaternion animation type
  91464. */
  91465. static readonly ANIMATIONTYPE_QUATERNION: number;
  91466. /**
  91467. * Get the Matrix animation type
  91468. */
  91469. static readonly ANIMATIONTYPE_MATRIX: number;
  91470. /**
  91471. * Get the Color3 animation type
  91472. */
  91473. static readonly ANIMATIONTYPE_COLOR3: number;
  91474. /**
  91475. * Get the Relative Loop Mode
  91476. */
  91477. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  91478. /**
  91479. * Get the Cycle Loop Mode
  91480. */
  91481. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  91482. /**
  91483. * Get the Constant Loop Mode
  91484. */
  91485. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  91486. /** @hidden */
  91487. static _UniversalLerp(left: any, right: any, amount: number): any;
  91488. /**
  91489. * Parses an animation object and creates an animation
  91490. * @param parsedAnimation Parsed animation object
  91491. * @returns Animation object
  91492. */
  91493. static Parse(parsedAnimation: any): Animation;
  91494. /**
  91495. * Appends the serialized animations from the source animations
  91496. * @param source Source containing the animations
  91497. * @param destination Target to store the animations
  91498. */
  91499. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91500. }
  91501. }
  91502. declare module BABYLON {
  91503. /**
  91504. * Interface containing an array of animations
  91505. */
  91506. export interface IAnimatable {
  91507. /**
  91508. * Array of animations
  91509. */
  91510. animations: Nullable<Array<Animation>>;
  91511. }
  91512. }
  91513. declare module BABYLON {
  91514. /**
  91515. * This represents all the required information to add a fresnel effect on a material:
  91516. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  91517. */
  91518. export class FresnelParameters {
  91519. private _isEnabled;
  91520. /**
  91521. * Define if the fresnel effect is enable or not.
  91522. */
  91523. isEnabled: boolean;
  91524. /**
  91525. * Define the color used on edges (grazing angle)
  91526. */
  91527. leftColor: Color3;
  91528. /**
  91529. * Define the color used on center
  91530. */
  91531. rightColor: Color3;
  91532. /**
  91533. * Define bias applied to computed fresnel term
  91534. */
  91535. bias: number;
  91536. /**
  91537. * Defined the power exponent applied to fresnel term
  91538. */
  91539. power: number;
  91540. /**
  91541. * Clones the current fresnel and its valuues
  91542. * @returns a clone fresnel configuration
  91543. */
  91544. clone(): FresnelParameters;
  91545. /**
  91546. * Serializes the current fresnel parameters to a JSON representation.
  91547. * @return the JSON serialization
  91548. */
  91549. serialize(): any;
  91550. /**
  91551. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  91552. * @param parsedFresnelParameters Define the JSON representation
  91553. * @returns the parsed parameters
  91554. */
  91555. static Parse(parsedFresnelParameters: any): FresnelParameters;
  91556. }
  91557. }
  91558. declare module BABYLON {
  91559. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  91560. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91561. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91562. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91563. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91564. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91565. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91566. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91567. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91568. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91569. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91570. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91571. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91572. /**
  91573. * Decorator used to define property that can be serialized as reference to a camera
  91574. * @param sourceName defines the name of the property to decorate
  91575. */
  91576. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91577. /**
  91578. * Class used to help serialization objects
  91579. */
  91580. export class SerializationHelper {
  91581. /** @hidden */
  91582. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  91583. /** @hidden */
  91584. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  91585. /** @hidden */
  91586. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  91587. /** @hidden */
  91588. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  91589. /**
  91590. * Appends the serialized animations from the source animations
  91591. * @param source Source containing the animations
  91592. * @param destination Target to store the animations
  91593. */
  91594. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91595. /**
  91596. * Static function used to serialized a specific entity
  91597. * @param entity defines the entity to serialize
  91598. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  91599. * @returns a JSON compatible object representing the serialization of the entity
  91600. */
  91601. static Serialize<T>(entity: T, serializationObject?: any): any;
  91602. /**
  91603. * Creates a new entity from a serialization data object
  91604. * @param creationFunction defines a function used to instanciated the new entity
  91605. * @param source defines the source serialization data
  91606. * @param scene defines the hosting scene
  91607. * @param rootUrl defines the root url for resources
  91608. * @returns a new entity
  91609. */
  91610. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  91611. /**
  91612. * Clones an object
  91613. * @param creationFunction defines the function used to instanciate the new object
  91614. * @param source defines the source object
  91615. * @returns the cloned object
  91616. */
  91617. static Clone<T>(creationFunction: () => T, source: T): T;
  91618. /**
  91619. * Instanciates a new object based on a source one (some data will be shared between both object)
  91620. * @param creationFunction defines the function used to instanciate the new object
  91621. * @param source defines the source object
  91622. * @returns the new object
  91623. */
  91624. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91625. }
  91626. }
  91627. declare module BABYLON {
  91628. /**
  91629. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91630. */
  91631. export interface CubeMapInfo {
  91632. /**
  91633. * The pixel array for the front face.
  91634. * This is stored in format, left to right, up to down format.
  91635. */
  91636. front: Nullable<ArrayBufferView>;
  91637. /**
  91638. * The pixel array for the back face.
  91639. * This is stored in format, left to right, up to down format.
  91640. */
  91641. back: Nullable<ArrayBufferView>;
  91642. /**
  91643. * The pixel array for the left face.
  91644. * This is stored in format, left to right, up to down format.
  91645. */
  91646. left: Nullable<ArrayBufferView>;
  91647. /**
  91648. * The pixel array for the right face.
  91649. * This is stored in format, left to right, up to down format.
  91650. */
  91651. right: Nullable<ArrayBufferView>;
  91652. /**
  91653. * The pixel array for the up face.
  91654. * This is stored in format, left to right, up to down format.
  91655. */
  91656. up: Nullable<ArrayBufferView>;
  91657. /**
  91658. * The pixel array for the down face.
  91659. * This is stored in format, left to right, up to down format.
  91660. */
  91661. down: Nullable<ArrayBufferView>;
  91662. /**
  91663. * The size of the cubemap stored.
  91664. *
  91665. * Each faces will be size * size pixels.
  91666. */
  91667. size: number;
  91668. /**
  91669. * The format of the texture.
  91670. *
  91671. * RGBA, RGB.
  91672. */
  91673. format: number;
  91674. /**
  91675. * The type of the texture data.
  91676. *
  91677. * UNSIGNED_INT, FLOAT.
  91678. */
  91679. type: number;
  91680. /**
  91681. * Specifies whether the texture is in gamma space.
  91682. */
  91683. gammaSpace: boolean;
  91684. }
  91685. /**
  91686. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  91687. */
  91688. export class PanoramaToCubeMapTools {
  91689. private static FACE_FRONT;
  91690. private static FACE_BACK;
  91691. private static FACE_RIGHT;
  91692. private static FACE_LEFT;
  91693. private static FACE_DOWN;
  91694. private static FACE_UP;
  91695. /**
  91696. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  91697. *
  91698. * @param float32Array The source data.
  91699. * @param inputWidth The width of the input panorama.
  91700. * @param inputHeight The height of the input panorama.
  91701. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  91702. * @return The cubemap data
  91703. */
  91704. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  91705. private static CreateCubemapTexture;
  91706. private static CalcProjectionSpherical;
  91707. }
  91708. }
  91709. declare module BABYLON {
  91710. /**
  91711. * Helper class dealing with the extraction of spherical polynomial dataArray
  91712. * from a cube map.
  91713. */
  91714. export class CubeMapToSphericalPolynomialTools {
  91715. private static FileFaces;
  91716. /**
  91717. * Converts a texture to the according Spherical Polynomial data.
  91718. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91719. *
  91720. * @param texture The texture to extract the information from.
  91721. * @return The Spherical Polynomial data.
  91722. */
  91723. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  91724. /**
  91725. * Converts a cubemap to the according Spherical Polynomial data.
  91726. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91727. *
  91728. * @param cubeInfo The Cube map to extract the information from.
  91729. * @return The Spherical Polynomial data.
  91730. */
  91731. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  91732. }
  91733. }
  91734. declare module BABYLON {
  91735. /**
  91736. * Class used to manipulate GUIDs
  91737. */
  91738. export class GUID {
  91739. /**
  91740. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  91741. * Be aware Math.random() could cause collisions, but:
  91742. * "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"
  91743. * @returns a pseudo random id
  91744. */
  91745. static RandomId(): string;
  91746. }
  91747. }
  91748. declare module BABYLON {
  91749. /**
  91750. * Base class of all the textures in babylon.
  91751. * It groups all the common properties the materials, post process, lights... might need
  91752. * in order to make a correct use of the texture.
  91753. */
  91754. export class BaseTexture implements IAnimatable {
  91755. /**
  91756. * Default anisotropic filtering level for the application.
  91757. * It is set to 4 as a good tradeoff between perf and quality.
  91758. */
  91759. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  91760. /**
  91761. * Gets or sets the unique id of the texture
  91762. */
  91763. uniqueId: number;
  91764. /**
  91765. * Define the name of the texture.
  91766. */
  91767. name: string;
  91768. /**
  91769. * Gets or sets an object used to store user defined information.
  91770. */
  91771. metadata: any;
  91772. /**
  91773. * For internal use only. Please do not use.
  91774. */
  91775. reservedDataStore: any;
  91776. private _hasAlpha;
  91777. /**
  91778. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  91779. */
  91780. hasAlpha: boolean;
  91781. /**
  91782. * Defines if the alpha value should be determined via the rgb values.
  91783. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  91784. */
  91785. getAlphaFromRGB: boolean;
  91786. /**
  91787. * Intensity or strength of the texture.
  91788. * It is commonly used by materials to fine tune the intensity of the texture
  91789. */
  91790. level: number;
  91791. /**
  91792. * Define the UV chanel to use starting from 0 and defaulting to 0.
  91793. * This is part of the texture as textures usually maps to one uv set.
  91794. */
  91795. coordinatesIndex: number;
  91796. private _coordinatesMode;
  91797. /**
  91798. * How a texture is mapped.
  91799. *
  91800. * | Value | Type | Description |
  91801. * | ----- | ----------------------------------- | ----------- |
  91802. * | 0 | EXPLICIT_MODE | |
  91803. * | 1 | SPHERICAL_MODE | |
  91804. * | 2 | PLANAR_MODE | |
  91805. * | 3 | CUBIC_MODE | |
  91806. * | 4 | PROJECTION_MODE | |
  91807. * | 5 | SKYBOX_MODE | |
  91808. * | 6 | INVCUBIC_MODE | |
  91809. * | 7 | EQUIRECTANGULAR_MODE | |
  91810. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  91811. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  91812. */
  91813. coordinatesMode: number;
  91814. /**
  91815. * | Value | Type | Description |
  91816. * | ----- | ------------------ | ----------- |
  91817. * | 0 | CLAMP_ADDRESSMODE | |
  91818. * | 1 | WRAP_ADDRESSMODE | |
  91819. * | 2 | MIRROR_ADDRESSMODE | |
  91820. */
  91821. wrapU: number;
  91822. /**
  91823. * | Value | Type | Description |
  91824. * | ----- | ------------------ | ----------- |
  91825. * | 0 | CLAMP_ADDRESSMODE | |
  91826. * | 1 | WRAP_ADDRESSMODE | |
  91827. * | 2 | MIRROR_ADDRESSMODE | |
  91828. */
  91829. wrapV: number;
  91830. /**
  91831. * | Value | Type | Description |
  91832. * | ----- | ------------------ | ----------- |
  91833. * | 0 | CLAMP_ADDRESSMODE | |
  91834. * | 1 | WRAP_ADDRESSMODE | |
  91835. * | 2 | MIRROR_ADDRESSMODE | |
  91836. */
  91837. wrapR: number;
  91838. /**
  91839. * With compliant hardware and browser (supporting anisotropic filtering)
  91840. * this defines the level of anisotropic filtering in the texture.
  91841. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  91842. */
  91843. anisotropicFilteringLevel: number;
  91844. /**
  91845. * Define if the texture is a cube texture or if false a 2d texture.
  91846. */
  91847. isCube: boolean;
  91848. /**
  91849. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  91850. */
  91851. is3D: boolean;
  91852. /**
  91853. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  91854. * HDR texture are usually stored in linear space.
  91855. * This only impacts the PBR and Background materials
  91856. */
  91857. gammaSpace: boolean;
  91858. /**
  91859. * Gets whether or not the texture contains RGBD data.
  91860. */
  91861. readonly isRGBD: boolean;
  91862. /**
  91863. * Is Z inverted in the texture (useful in a cube texture).
  91864. */
  91865. invertZ: boolean;
  91866. /**
  91867. * Are mip maps generated for this texture or not.
  91868. */
  91869. readonly noMipmap: boolean;
  91870. /**
  91871. * @hidden
  91872. */
  91873. lodLevelInAlpha: boolean;
  91874. /**
  91875. * With prefiltered texture, defined the offset used during the prefiltering steps.
  91876. */
  91877. lodGenerationOffset: number;
  91878. /**
  91879. * With prefiltered texture, defined the scale used during the prefiltering steps.
  91880. */
  91881. lodGenerationScale: number;
  91882. /**
  91883. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  91884. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  91885. * average roughness values.
  91886. */
  91887. linearSpecularLOD: boolean;
  91888. /**
  91889. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  91890. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  91891. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  91892. */
  91893. irradianceTexture: Nullable<BaseTexture>;
  91894. /**
  91895. * Define if the texture is a render target.
  91896. */
  91897. isRenderTarget: boolean;
  91898. /**
  91899. * Define the unique id of the texture in the scene.
  91900. */
  91901. readonly uid: string;
  91902. /**
  91903. * Return a string representation of the texture.
  91904. * @returns the texture as a string
  91905. */
  91906. toString(): string;
  91907. /**
  91908. * Get the class name of the texture.
  91909. * @returns "BaseTexture"
  91910. */
  91911. getClassName(): string;
  91912. /**
  91913. * Define the list of animation attached to the texture.
  91914. */
  91915. animations: Animation[];
  91916. /**
  91917. * An event triggered when the texture is disposed.
  91918. */
  91919. onDisposeObservable: Observable<BaseTexture>;
  91920. private _onDisposeObserver;
  91921. /**
  91922. * Callback triggered when the texture has been disposed.
  91923. * Kept for back compatibility, you can use the onDisposeObservable instead.
  91924. */
  91925. onDispose: () => void;
  91926. /**
  91927. * Define the current state of the loading sequence when in delayed load mode.
  91928. */
  91929. delayLoadState: number;
  91930. private _scene;
  91931. /** @hidden */
  91932. _texture: Nullable<InternalTexture>;
  91933. private _uid;
  91934. /**
  91935. * Define if the texture is preventinga material to render or not.
  91936. * If not and the texture is not ready, the engine will use a default black texture instead.
  91937. */
  91938. readonly isBlocking: boolean;
  91939. /**
  91940. * Instantiates a new BaseTexture.
  91941. * Base class of all the textures in babylon.
  91942. * It groups all the common properties the materials, post process, lights... might need
  91943. * in order to make a correct use of the texture.
  91944. * @param scene Define the scene the texture blongs to
  91945. */
  91946. constructor(scene: Nullable<Scene>);
  91947. /**
  91948. * Get the scene the texture belongs to.
  91949. * @returns the scene or null if undefined
  91950. */
  91951. getScene(): Nullable<Scene>;
  91952. /**
  91953. * Get the texture transform matrix used to offset tile the texture for istance.
  91954. * @returns the transformation matrix
  91955. */
  91956. getTextureMatrix(): Matrix;
  91957. /**
  91958. * Get the texture reflection matrix used to rotate/transform the reflection.
  91959. * @returns the reflection matrix
  91960. */
  91961. getReflectionTextureMatrix(): Matrix;
  91962. /**
  91963. * Get the underlying lower level texture from Babylon.
  91964. * @returns the insternal texture
  91965. */
  91966. getInternalTexture(): Nullable<InternalTexture>;
  91967. /**
  91968. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  91969. * @returns true if ready or not blocking
  91970. */
  91971. isReadyOrNotBlocking(): boolean;
  91972. /**
  91973. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  91974. * @returns true if fully ready
  91975. */
  91976. isReady(): boolean;
  91977. private _cachedSize;
  91978. /**
  91979. * Get the size of the texture.
  91980. * @returns the texture size.
  91981. */
  91982. getSize(): ISize;
  91983. /**
  91984. * Get the base size of the texture.
  91985. * It can be different from the size if the texture has been resized for POT for instance
  91986. * @returns the base size
  91987. */
  91988. getBaseSize(): ISize;
  91989. /**
  91990. * Update the sampling mode of the texture.
  91991. * Default is Trilinear mode.
  91992. *
  91993. * | Value | Type | Description |
  91994. * | ----- | ------------------ | ----------- |
  91995. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  91996. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  91997. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  91998. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  91999. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  92000. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  92001. * | 7 | NEAREST_LINEAR | |
  92002. * | 8 | NEAREST_NEAREST | |
  92003. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  92004. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  92005. * | 11 | LINEAR_LINEAR | |
  92006. * | 12 | LINEAR_NEAREST | |
  92007. *
  92008. * > _mag_: magnification filter (close to the viewer)
  92009. * > _min_: minification filter (far from the viewer)
  92010. * > _mip_: filter used between mip map levels
  92011. *@param samplingMode Define the new sampling mode of the texture
  92012. */
  92013. updateSamplingMode(samplingMode: number): void;
  92014. /**
  92015. * Scales the texture if is `canRescale()`
  92016. * @param ratio the resize factor we want to use to rescale
  92017. */
  92018. scale(ratio: number): void;
  92019. /**
  92020. * Get if the texture can rescale.
  92021. */
  92022. readonly canRescale: boolean;
  92023. /** @hidden */
  92024. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  92025. /** @hidden */
  92026. _rebuild(): void;
  92027. /**
  92028. * Triggers the load sequence in delayed load mode.
  92029. */
  92030. delayLoad(): void;
  92031. /**
  92032. * Clones the texture.
  92033. * @returns the cloned texture
  92034. */
  92035. clone(): Nullable<BaseTexture>;
  92036. /**
  92037. * Get the texture underlying type (INT, FLOAT...)
  92038. */
  92039. readonly textureType: number;
  92040. /**
  92041. * Get the texture underlying format (RGB, RGBA...)
  92042. */
  92043. readonly textureFormat: number;
  92044. /**
  92045. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  92046. * This will returns an RGBA array buffer containing either in values (0-255) or
  92047. * float values (0-1) depending of the underlying buffer type.
  92048. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  92049. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  92050. * @param buffer defines a user defined buffer to fill with data (can be null)
  92051. * @returns The Array buffer containing the pixels data.
  92052. */
  92053. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  92054. /**
  92055. * Release and destroy the underlying lower level texture aka internalTexture.
  92056. */
  92057. releaseInternalTexture(): void;
  92058. /**
  92059. * Get the polynomial representation of the texture data.
  92060. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  92061. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  92062. */
  92063. sphericalPolynomial: Nullable<SphericalPolynomial>;
  92064. /** @hidden */
  92065. readonly _lodTextureHigh: Nullable<BaseTexture>;
  92066. /** @hidden */
  92067. readonly _lodTextureMid: Nullable<BaseTexture>;
  92068. /** @hidden */
  92069. readonly _lodTextureLow: Nullable<BaseTexture>;
  92070. /**
  92071. * Dispose the texture and release its associated resources.
  92072. */
  92073. dispose(): void;
  92074. /**
  92075. * Serialize the texture into a JSON representation that can be parsed later on.
  92076. * @returns the JSON representation of the texture
  92077. */
  92078. serialize(): any;
  92079. /**
  92080. * Helper function to be called back once a list of texture contains only ready textures.
  92081. * @param textures Define the list of textures to wait for
  92082. * @param callback Define the callback triggered once the entire list will be ready
  92083. */
  92084. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  92085. }
  92086. }
  92087. declare module BABYLON {
  92088. /**
  92089. * Class used to store data associated with WebGL texture data for the engine
  92090. * This class should not be used directly
  92091. */
  92092. export class InternalTexture {
  92093. /** @hidden */
  92094. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  92095. /**
  92096. * The source of the texture data is unknown
  92097. */
  92098. static DATASOURCE_UNKNOWN: number;
  92099. /**
  92100. * Texture data comes from an URL
  92101. */
  92102. static DATASOURCE_URL: number;
  92103. /**
  92104. * Texture data is only used for temporary storage
  92105. */
  92106. static DATASOURCE_TEMP: number;
  92107. /**
  92108. * Texture data comes from raw data (ArrayBuffer)
  92109. */
  92110. static DATASOURCE_RAW: number;
  92111. /**
  92112. * Texture content is dynamic (video or dynamic texture)
  92113. */
  92114. static DATASOURCE_DYNAMIC: number;
  92115. /**
  92116. * Texture content is generated by rendering to it
  92117. */
  92118. static DATASOURCE_RENDERTARGET: number;
  92119. /**
  92120. * Texture content is part of a multi render target process
  92121. */
  92122. static DATASOURCE_MULTIRENDERTARGET: number;
  92123. /**
  92124. * Texture data comes from a cube data file
  92125. */
  92126. static DATASOURCE_CUBE: number;
  92127. /**
  92128. * Texture data comes from a raw cube data
  92129. */
  92130. static DATASOURCE_CUBERAW: number;
  92131. /**
  92132. * Texture data come from a prefiltered cube data file
  92133. */
  92134. static DATASOURCE_CUBEPREFILTERED: number;
  92135. /**
  92136. * Texture content is raw 3D data
  92137. */
  92138. static DATASOURCE_RAW3D: number;
  92139. /**
  92140. * Texture content is a depth texture
  92141. */
  92142. static DATASOURCE_DEPTHTEXTURE: number;
  92143. /**
  92144. * Texture data comes from a raw cube data encoded with RGBD
  92145. */
  92146. static DATASOURCE_CUBERAW_RGBD: number;
  92147. /**
  92148. * Defines if the texture is ready
  92149. */
  92150. isReady: boolean;
  92151. /**
  92152. * Defines if the texture is a cube texture
  92153. */
  92154. isCube: boolean;
  92155. /**
  92156. * Defines if the texture contains 3D data
  92157. */
  92158. is3D: boolean;
  92159. /**
  92160. * Defines if the texture contains multiview data
  92161. */
  92162. isMultiview: boolean;
  92163. /**
  92164. * Gets the URL used to load this texture
  92165. */
  92166. url: string;
  92167. /**
  92168. * Gets the sampling mode of the texture
  92169. */
  92170. samplingMode: number;
  92171. /**
  92172. * Gets a boolean indicating if the texture needs mipmaps generation
  92173. */
  92174. generateMipMaps: boolean;
  92175. /**
  92176. * Gets the number of samples used by the texture (WebGL2+ only)
  92177. */
  92178. samples: number;
  92179. /**
  92180. * Gets the type of the texture (int, float...)
  92181. */
  92182. type: number;
  92183. /**
  92184. * Gets the format of the texture (RGB, RGBA...)
  92185. */
  92186. format: number;
  92187. /**
  92188. * Observable called when the texture is loaded
  92189. */
  92190. onLoadedObservable: Observable<InternalTexture>;
  92191. /**
  92192. * Gets the width of the texture
  92193. */
  92194. width: number;
  92195. /**
  92196. * Gets the height of the texture
  92197. */
  92198. height: number;
  92199. /**
  92200. * Gets the depth of the texture
  92201. */
  92202. depth: number;
  92203. /**
  92204. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  92205. */
  92206. baseWidth: number;
  92207. /**
  92208. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  92209. */
  92210. baseHeight: number;
  92211. /**
  92212. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  92213. */
  92214. baseDepth: number;
  92215. /**
  92216. * Gets a boolean indicating if the texture is inverted on Y axis
  92217. */
  92218. invertY: boolean;
  92219. /** @hidden */
  92220. _invertVScale: boolean;
  92221. /** @hidden */
  92222. _associatedChannel: number;
  92223. /** @hidden */
  92224. _dataSource: number;
  92225. /** @hidden */
  92226. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  92227. /** @hidden */
  92228. _bufferView: Nullable<ArrayBufferView>;
  92229. /** @hidden */
  92230. _bufferViewArray: Nullable<ArrayBufferView[]>;
  92231. /** @hidden */
  92232. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  92233. /** @hidden */
  92234. _size: number;
  92235. /** @hidden */
  92236. _extension: string;
  92237. /** @hidden */
  92238. _files: Nullable<string[]>;
  92239. /** @hidden */
  92240. _workingCanvas: Nullable<HTMLCanvasElement>;
  92241. /** @hidden */
  92242. _workingContext: Nullable<CanvasRenderingContext2D>;
  92243. /** @hidden */
  92244. _framebuffer: Nullable<WebGLFramebuffer>;
  92245. /** @hidden */
  92246. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  92247. /** @hidden */
  92248. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  92249. /** @hidden */
  92250. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  92251. /** @hidden */
  92252. _attachments: Nullable<number[]>;
  92253. /** @hidden */
  92254. _cachedCoordinatesMode: Nullable<number>;
  92255. /** @hidden */
  92256. _cachedWrapU: Nullable<number>;
  92257. /** @hidden */
  92258. _cachedWrapV: Nullable<number>;
  92259. /** @hidden */
  92260. _cachedWrapR: Nullable<number>;
  92261. /** @hidden */
  92262. _cachedAnisotropicFilteringLevel: Nullable<number>;
  92263. /** @hidden */
  92264. _isDisabled: boolean;
  92265. /** @hidden */
  92266. _compression: Nullable<string>;
  92267. /** @hidden */
  92268. _generateStencilBuffer: boolean;
  92269. /** @hidden */
  92270. _generateDepthBuffer: boolean;
  92271. /** @hidden */
  92272. _comparisonFunction: number;
  92273. /** @hidden */
  92274. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  92275. /** @hidden */
  92276. _lodGenerationScale: number;
  92277. /** @hidden */
  92278. _lodGenerationOffset: number;
  92279. /** @hidden */
  92280. _colorTextureArray: Nullable<WebGLTexture>;
  92281. /** @hidden */
  92282. _depthStencilTextureArray: Nullable<WebGLTexture>;
  92283. /** @hidden */
  92284. _lodTextureHigh: Nullable<BaseTexture>;
  92285. /** @hidden */
  92286. _lodTextureMid: Nullable<BaseTexture>;
  92287. /** @hidden */
  92288. _lodTextureLow: Nullable<BaseTexture>;
  92289. /** @hidden */
  92290. _isRGBD: boolean;
  92291. /** @hidden */
  92292. _linearSpecularLOD: boolean;
  92293. /** @hidden */
  92294. _irradianceTexture: Nullable<BaseTexture>;
  92295. /** @hidden */
  92296. _webGLTexture: Nullable<WebGLTexture>;
  92297. /** @hidden */
  92298. _references: number;
  92299. private _engine;
  92300. /**
  92301. * Gets the Engine the texture belongs to.
  92302. * @returns The babylon engine
  92303. */
  92304. getEngine(): Engine;
  92305. /**
  92306. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  92307. */
  92308. readonly dataSource: number;
  92309. /**
  92310. * Creates a new InternalTexture
  92311. * @param engine defines the engine to use
  92312. * @param dataSource defines the type of data that will be used
  92313. * @param delayAllocation if the texture allocation should be delayed (default: false)
  92314. */
  92315. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  92316. /**
  92317. * Increments the number of references (ie. the number of Texture that point to it)
  92318. */
  92319. incrementReferences(): void;
  92320. /**
  92321. * Change the size of the texture (not the size of the content)
  92322. * @param width defines the new width
  92323. * @param height defines the new height
  92324. * @param depth defines the new depth (1 by default)
  92325. */
  92326. updateSize(width: int, height: int, depth?: int): void;
  92327. /** @hidden */
  92328. _rebuild(): void;
  92329. /** @hidden */
  92330. _swapAndDie(target: InternalTexture): void;
  92331. /**
  92332. * Dispose the current allocated resources
  92333. */
  92334. dispose(): void;
  92335. }
  92336. }
  92337. declare module BABYLON {
  92338. /**
  92339. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  92340. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  92341. */
  92342. export class EffectFallbacks {
  92343. private _defines;
  92344. private _currentRank;
  92345. private _maxRank;
  92346. private _mesh;
  92347. /**
  92348. * Removes the fallback from the bound mesh.
  92349. */
  92350. unBindMesh(): void;
  92351. /**
  92352. * Adds a fallback on the specified property.
  92353. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92354. * @param define The name of the define in the shader
  92355. */
  92356. addFallback(rank: number, define: string): void;
  92357. /**
  92358. * Sets the mesh to use CPU skinning when needing to fallback.
  92359. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92360. * @param mesh The mesh to use the fallbacks.
  92361. */
  92362. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92363. /**
  92364. * Checks to see if more fallbacks are still availible.
  92365. */
  92366. readonly isMoreFallbacks: boolean;
  92367. /**
  92368. * Removes the defines that should be removed when falling back.
  92369. * @param currentDefines defines the current define statements for the shader.
  92370. * @param effect defines the current effect we try to compile
  92371. * @returns The resulting defines with defines of the current rank removed.
  92372. */
  92373. reduce(currentDefines: string, effect: Effect): string;
  92374. }
  92375. /**
  92376. * Options to be used when creating an effect.
  92377. */
  92378. export class EffectCreationOptions {
  92379. /**
  92380. * Atrributes that will be used in the shader.
  92381. */
  92382. attributes: string[];
  92383. /**
  92384. * Uniform varible names that will be set in the shader.
  92385. */
  92386. uniformsNames: string[];
  92387. /**
  92388. * Uniform buffer varible names that will be set in the shader.
  92389. */
  92390. uniformBuffersNames: string[];
  92391. /**
  92392. * Sampler texture variable names that will be set in the shader.
  92393. */
  92394. samplers: string[];
  92395. /**
  92396. * Define statements that will be set in the shader.
  92397. */
  92398. defines: any;
  92399. /**
  92400. * Possible fallbacks for this effect to improve performance when needed.
  92401. */
  92402. fallbacks: Nullable<EffectFallbacks>;
  92403. /**
  92404. * Callback that will be called when the shader is compiled.
  92405. */
  92406. onCompiled: Nullable<(effect: Effect) => void>;
  92407. /**
  92408. * Callback that will be called if an error occurs during shader compilation.
  92409. */
  92410. onError: Nullable<(effect: Effect, errors: string) => void>;
  92411. /**
  92412. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92413. */
  92414. indexParameters: any;
  92415. /**
  92416. * Max number of lights that can be used in the shader.
  92417. */
  92418. maxSimultaneousLights: number;
  92419. /**
  92420. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  92421. */
  92422. transformFeedbackVaryings: Nullable<string[]>;
  92423. }
  92424. /**
  92425. * Effect containing vertex and fragment shader that can be executed on an object.
  92426. */
  92427. export class Effect implements IDisposable {
  92428. /**
  92429. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  92430. */
  92431. static ShadersRepository: string;
  92432. /**
  92433. * Name of the effect.
  92434. */
  92435. name: any;
  92436. /**
  92437. * String container all the define statements that should be set on the shader.
  92438. */
  92439. defines: string;
  92440. /**
  92441. * Callback that will be called when the shader is compiled.
  92442. */
  92443. onCompiled: Nullable<(effect: Effect) => void>;
  92444. /**
  92445. * Callback that will be called if an error occurs during shader compilation.
  92446. */
  92447. onError: Nullable<(effect: Effect, errors: string) => void>;
  92448. /**
  92449. * Callback that will be called when effect is bound.
  92450. */
  92451. onBind: Nullable<(effect: Effect) => void>;
  92452. /**
  92453. * Unique ID of the effect.
  92454. */
  92455. uniqueId: number;
  92456. /**
  92457. * Observable that will be called when the shader is compiled.
  92458. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  92459. */
  92460. onCompileObservable: Observable<Effect>;
  92461. /**
  92462. * Observable that will be called if an error occurs during shader compilation.
  92463. */
  92464. onErrorObservable: Observable<Effect>;
  92465. /** @hidden */
  92466. _onBindObservable: Nullable<Observable<Effect>>;
  92467. /**
  92468. * Observable that will be called when effect is bound.
  92469. */
  92470. readonly onBindObservable: Observable<Effect>;
  92471. /** @hidden */
  92472. _bonesComputationForcedToCPU: boolean;
  92473. private static _uniqueIdSeed;
  92474. private _engine;
  92475. private _uniformBuffersNames;
  92476. private _uniformsNames;
  92477. private _samplerList;
  92478. private _samplers;
  92479. private _isReady;
  92480. private _compilationError;
  92481. private _attributesNames;
  92482. private _attributes;
  92483. private _uniforms;
  92484. /**
  92485. * Key for the effect.
  92486. * @hidden
  92487. */
  92488. _key: string;
  92489. private _indexParameters;
  92490. private _fallbacks;
  92491. private _vertexSourceCode;
  92492. private _fragmentSourceCode;
  92493. private _vertexSourceCodeOverride;
  92494. private _fragmentSourceCodeOverride;
  92495. private _transformFeedbackVaryings;
  92496. /**
  92497. * Compiled shader to webGL program.
  92498. * @hidden
  92499. */
  92500. _pipelineContext: Nullable<IPipelineContext>;
  92501. private _valueCache;
  92502. private static _baseCache;
  92503. /**
  92504. * Instantiates an effect.
  92505. * An effect can be used to create/manage/execute vertex and fragment shaders.
  92506. * @param baseName Name of the effect.
  92507. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  92508. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  92509. * @param samplers List of sampler variables that will be passed to the shader.
  92510. * @param engine Engine to be used to render the effect
  92511. * @param defines Define statements to be added to the shader.
  92512. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  92513. * @param onCompiled Callback that will be called when the shader is compiled.
  92514. * @param onError Callback that will be called if an error occurs during shader compilation.
  92515. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92516. */
  92517. 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);
  92518. private _useFinalCode;
  92519. /**
  92520. * Unique key for this effect
  92521. */
  92522. readonly key: string;
  92523. /**
  92524. * If the effect has been compiled and prepared.
  92525. * @returns if the effect is compiled and prepared.
  92526. */
  92527. isReady(): boolean;
  92528. /**
  92529. * The engine the effect was initialized with.
  92530. * @returns the engine.
  92531. */
  92532. getEngine(): Engine;
  92533. /**
  92534. * The pipeline context for this effect
  92535. * @returns the associated pipeline context
  92536. */
  92537. getPipelineContext(): Nullable<IPipelineContext>;
  92538. /**
  92539. * The set of names of attribute variables for the shader.
  92540. * @returns An array of attribute names.
  92541. */
  92542. getAttributesNames(): string[];
  92543. /**
  92544. * Returns the attribute at the given index.
  92545. * @param index The index of the attribute.
  92546. * @returns The location of the attribute.
  92547. */
  92548. getAttributeLocation(index: number): number;
  92549. /**
  92550. * Returns the attribute based on the name of the variable.
  92551. * @param name of the attribute to look up.
  92552. * @returns the attribute location.
  92553. */
  92554. getAttributeLocationByName(name: string): number;
  92555. /**
  92556. * The number of attributes.
  92557. * @returns the numnber of attributes.
  92558. */
  92559. getAttributesCount(): number;
  92560. /**
  92561. * Gets the index of a uniform variable.
  92562. * @param uniformName of the uniform to look up.
  92563. * @returns the index.
  92564. */
  92565. getUniformIndex(uniformName: string): number;
  92566. /**
  92567. * Returns the attribute based on the name of the variable.
  92568. * @param uniformName of the uniform to look up.
  92569. * @returns the location of the uniform.
  92570. */
  92571. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  92572. /**
  92573. * Returns an array of sampler variable names
  92574. * @returns The array of sampler variable neames.
  92575. */
  92576. getSamplers(): string[];
  92577. /**
  92578. * The error from the last compilation.
  92579. * @returns the error string.
  92580. */
  92581. getCompilationError(): string;
  92582. /**
  92583. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  92584. * @param func The callback to be used.
  92585. */
  92586. executeWhenCompiled(func: (effect: Effect) => void): void;
  92587. private _checkIsReady;
  92588. /** @hidden */
  92589. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  92590. /** @hidden */
  92591. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  92592. /** @hidden */
  92593. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  92594. /**
  92595. * Recompiles the webGL program
  92596. * @param vertexSourceCode The source code for the vertex shader.
  92597. * @param fragmentSourceCode The source code for the fragment shader.
  92598. * @param onCompiled Callback called when completed.
  92599. * @param onError Callback called on error.
  92600. * @hidden
  92601. */
  92602. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  92603. /**
  92604. * Prepares the effect
  92605. * @hidden
  92606. */
  92607. _prepareEffect(): void;
  92608. /**
  92609. * Checks if the effect is supported. (Must be called after compilation)
  92610. */
  92611. readonly isSupported: boolean;
  92612. /**
  92613. * Binds a texture to the engine to be used as output of the shader.
  92614. * @param channel Name of the output variable.
  92615. * @param texture Texture to bind.
  92616. * @hidden
  92617. */
  92618. _bindTexture(channel: string, texture: InternalTexture): void;
  92619. /**
  92620. * Sets a texture on the engine to be used in the shader.
  92621. * @param channel Name of the sampler variable.
  92622. * @param texture Texture to set.
  92623. */
  92624. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92625. /**
  92626. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92627. * @param channel Name of the sampler variable.
  92628. * @param texture Texture to set.
  92629. */
  92630. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92631. /**
  92632. * Sets an array of textures on the engine to be used in the shader.
  92633. * @param channel Name of the variable.
  92634. * @param textures Textures to set.
  92635. */
  92636. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92637. /**
  92638. * 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)
  92639. * @param channel Name of the sampler variable.
  92640. * @param postProcess Post process to get the input texture from.
  92641. */
  92642. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92643. /**
  92644. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92645. * 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)
  92646. * @param channel Name of the sampler variable.
  92647. * @param postProcess Post process to get the output texture from.
  92648. */
  92649. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92650. /** @hidden */
  92651. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92652. /** @hidden */
  92653. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92654. /** @hidden */
  92655. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92656. /** @hidden */
  92657. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92658. /**
  92659. * Binds a buffer to a uniform.
  92660. * @param buffer Buffer to bind.
  92661. * @param name Name of the uniform variable to bind to.
  92662. */
  92663. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92664. /**
  92665. * Binds block to a uniform.
  92666. * @param blockName Name of the block to bind.
  92667. * @param index Index to bind.
  92668. */
  92669. bindUniformBlock(blockName: string, index: number): void;
  92670. /**
  92671. * Sets an interger value on a uniform variable.
  92672. * @param uniformName Name of the variable.
  92673. * @param value Value to be set.
  92674. * @returns this effect.
  92675. */
  92676. setInt(uniformName: string, value: number): Effect;
  92677. /**
  92678. * Sets an int array on a uniform variable.
  92679. * @param uniformName Name of the variable.
  92680. * @param array array to be set.
  92681. * @returns this effect.
  92682. */
  92683. setIntArray(uniformName: string, array: Int32Array): Effect;
  92684. /**
  92685. * 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)
  92686. * @param uniformName Name of the variable.
  92687. * @param array array to be set.
  92688. * @returns this effect.
  92689. */
  92690. setIntArray2(uniformName: string, array: Int32Array): Effect;
  92691. /**
  92692. * 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)
  92693. * @param uniformName Name of the variable.
  92694. * @param array array to be set.
  92695. * @returns this effect.
  92696. */
  92697. setIntArray3(uniformName: string, array: Int32Array): Effect;
  92698. /**
  92699. * 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)
  92700. * @param uniformName Name of the variable.
  92701. * @param array array to be set.
  92702. * @returns this effect.
  92703. */
  92704. setIntArray4(uniformName: string, array: Int32Array): Effect;
  92705. /**
  92706. * Sets an float array on a uniform variable.
  92707. * @param uniformName Name of the variable.
  92708. * @param array array to be set.
  92709. * @returns this effect.
  92710. */
  92711. setFloatArray(uniformName: string, array: Float32Array): Effect;
  92712. /**
  92713. * 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)
  92714. * @param uniformName Name of the variable.
  92715. * @param array array to be set.
  92716. * @returns this effect.
  92717. */
  92718. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  92719. /**
  92720. * 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)
  92721. * @param uniformName Name of the variable.
  92722. * @param array array to be set.
  92723. * @returns this effect.
  92724. */
  92725. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  92726. /**
  92727. * 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)
  92728. * @param uniformName Name of the variable.
  92729. * @param array array to be set.
  92730. * @returns this effect.
  92731. */
  92732. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  92733. /**
  92734. * Sets an array on a uniform variable.
  92735. * @param uniformName Name of the variable.
  92736. * @param array array to be set.
  92737. * @returns this effect.
  92738. */
  92739. setArray(uniformName: string, array: number[]): Effect;
  92740. /**
  92741. * 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)
  92742. * @param uniformName Name of the variable.
  92743. * @param array array to be set.
  92744. * @returns this effect.
  92745. */
  92746. setArray2(uniformName: string, array: number[]): Effect;
  92747. /**
  92748. * 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)
  92749. * @param uniformName Name of the variable.
  92750. * @param array array to be set.
  92751. * @returns this effect.
  92752. */
  92753. setArray3(uniformName: string, array: number[]): Effect;
  92754. /**
  92755. * 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)
  92756. * @param uniformName Name of the variable.
  92757. * @param array array to be set.
  92758. * @returns this effect.
  92759. */
  92760. setArray4(uniformName: string, array: number[]): Effect;
  92761. /**
  92762. * Sets matrices on a uniform variable.
  92763. * @param uniformName Name of the variable.
  92764. * @param matrices matrices to be set.
  92765. * @returns this effect.
  92766. */
  92767. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  92768. /**
  92769. * Sets matrix on a uniform variable.
  92770. * @param uniformName Name of the variable.
  92771. * @param matrix matrix to be set.
  92772. * @returns this effect.
  92773. */
  92774. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  92775. /**
  92776. * 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)
  92777. * @param uniformName Name of the variable.
  92778. * @param matrix matrix to be set.
  92779. * @returns this effect.
  92780. */
  92781. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  92782. /**
  92783. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  92784. * @param uniformName Name of the variable.
  92785. * @param matrix matrix to be set.
  92786. * @returns this effect.
  92787. */
  92788. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  92789. /**
  92790. * Sets a float on a uniform variable.
  92791. * @param uniformName Name of the variable.
  92792. * @param value value to be set.
  92793. * @returns this effect.
  92794. */
  92795. setFloat(uniformName: string, value: number): Effect;
  92796. /**
  92797. * Sets a boolean on a uniform variable.
  92798. * @param uniformName Name of the variable.
  92799. * @param bool value to be set.
  92800. * @returns this effect.
  92801. */
  92802. setBool(uniformName: string, bool: boolean): Effect;
  92803. /**
  92804. * Sets a Vector2 on a uniform variable.
  92805. * @param uniformName Name of the variable.
  92806. * @param vector2 vector2 to be set.
  92807. * @returns this effect.
  92808. */
  92809. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  92810. /**
  92811. * Sets a float2 on a uniform variable.
  92812. * @param uniformName Name of the variable.
  92813. * @param x First float in float2.
  92814. * @param y Second float in float2.
  92815. * @returns this effect.
  92816. */
  92817. setFloat2(uniformName: string, x: number, y: number): Effect;
  92818. /**
  92819. * Sets a Vector3 on a uniform variable.
  92820. * @param uniformName Name of the variable.
  92821. * @param vector3 Value to be set.
  92822. * @returns this effect.
  92823. */
  92824. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  92825. /**
  92826. * Sets a float3 on a uniform variable.
  92827. * @param uniformName Name of the variable.
  92828. * @param x First float in float3.
  92829. * @param y Second float in float3.
  92830. * @param z Third float in float3.
  92831. * @returns this effect.
  92832. */
  92833. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  92834. /**
  92835. * Sets a Vector4 on a uniform variable.
  92836. * @param uniformName Name of the variable.
  92837. * @param vector4 Value to be set.
  92838. * @returns this effect.
  92839. */
  92840. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  92841. /**
  92842. * Sets a float4 on a uniform variable.
  92843. * @param uniformName Name of the variable.
  92844. * @param x First float in float4.
  92845. * @param y Second float in float4.
  92846. * @param z Third float in float4.
  92847. * @param w Fourth float in float4.
  92848. * @returns this effect.
  92849. */
  92850. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  92851. /**
  92852. * Sets a Color3 on a uniform variable.
  92853. * @param uniformName Name of the variable.
  92854. * @param color3 Value to be set.
  92855. * @returns this effect.
  92856. */
  92857. setColor3(uniformName: string, color3: IColor3Like): Effect;
  92858. /**
  92859. * Sets a Color4 on a uniform variable.
  92860. * @param uniformName Name of the variable.
  92861. * @param color3 Value to be set.
  92862. * @param alpha Alpha value to be set.
  92863. * @returns this effect.
  92864. */
  92865. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  92866. /**
  92867. * Sets a Color4 on a uniform variable
  92868. * @param uniformName defines the name of the variable
  92869. * @param color4 defines the value to be set
  92870. * @returns this effect.
  92871. */
  92872. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  92873. /** Release all associated resources */
  92874. dispose(): void;
  92875. /**
  92876. * This function will add a new shader to the shader store
  92877. * @param name the name of the shader
  92878. * @param pixelShader optional pixel shader content
  92879. * @param vertexShader optional vertex shader content
  92880. */
  92881. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  92882. /**
  92883. * Store of each shader (The can be looked up using effect.key)
  92884. */
  92885. static ShadersStore: {
  92886. [key: string]: string;
  92887. };
  92888. /**
  92889. * Store of each included file for a shader (The can be looked up using effect.key)
  92890. */
  92891. static IncludesShadersStore: {
  92892. [key: string]: string;
  92893. };
  92894. /**
  92895. * Resets the cache of effects.
  92896. */
  92897. static ResetCache(): void;
  92898. }
  92899. }
  92900. declare module BABYLON {
  92901. /**
  92902. * Uniform buffer objects.
  92903. *
  92904. * Handles blocks of uniform on the GPU.
  92905. *
  92906. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92907. *
  92908. * For more information, please refer to :
  92909. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92910. */
  92911. export class UniformBuffer {
  92912. private _engine;
  92913. private _buffer;
  92914. private _data;
  92915. private _bufferData;
  92916. private _dynamic?;
  92917. private _uniformLocations;
  92918. private _uniformSizes;
  92919. private _uniformLocationPointer;
  92920. private _needSync;
  92921. private _noUBO;
  92922. private _currentEffect;
  92923. private static _MAX_UNIFORM_SIZE;
  92924. private static _tempBuffer;
  92925. /**
  92926. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  92927. * This is dynamic to allow compat with webgl 1 and 2.
  92928. * You will need to pass the name of the uniform as well as the value.
  92929. */
  92930. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  92931. /**
  92932. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  92933. * This is dynamic to allow compat with webgl 1 and 2.
  92934. * You will need to pass the name of the uniform as well as the value.
  92935. */
  92936. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  92937. /**
  92938. * Lambda to Update a single float in a uniform buffer.
  92939. * This is dynamic to allow compat with webgl 1 and 2.
  92940. * You will need to pass the name of the uniform as well as the value.
  92941. */
  92942. updateFloat: (name: string, x: number) => void;
  92943. /**
  92944. * Lambda to Update a vec2 of float in a uniform buffer.
  92945. * This is dynamic to allow compat with webgl 1 and 2.
  92946. * You will need to pass the name of the uniform as well as the value.
  92947. */
  92948. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  92949. /**
  92950. * Lambda to Update a vec3 of float in a uniform buffer.
  92951. * This is dynamic to allow compat with webgl 1 and 2.
  92952. * You will need to pass the name of the uniform as well as the value.
  92953. */
  92954. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  92955. /**
  92956. * Lambda to Update a vec4 of float in a uniform buffer.
  92957. * This is dynamic to allow compat with webgl 1 and 2.
  92958. * You will need to pass the name of the uniform as well as the value.
  92959. */
  92960. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  92961. /**
  92962. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  92963. * This is dynamic to allow compat with webgl 1 and 2.
  92964. * You will need to pass the name of the uniform as well as the value.
  92965. */
  92966. updateMatrix: (name: string, mat: Matrix) => void;
  92967. /**
  92968. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  92969. * This is dynamic to allow compat with webgl 1 and 2.
  92970. * You will need to pass the name of the uniform as well as the value.
  92971. */
  92972. updateVector3: (name: string, vector: Vector3) => void;
  92973. /**
  92974. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  92975. * This is dynamic to allow compat with webgl 1 and 2.
  92976. * You will need to pass the name of the uniform as well as the value.
  92977. */
  92978. updateVector4: (name: string, vector: Vector4) => void;
  92979. /**
  92980. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  92981. * This is dynamic to allow compat with webgl 1 and 2.
  92982. * You will need to pass the name of the uniform as well as the value.
  92983. */
  92984. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  92985. /**
  92986. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  92987. * This is dynamic to allow compat with webgl 1 and 2.
  92988. * You will need to pass the name of the uniform as well as the value.
  92989. */
  92990. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  92991. /**
  92992. * Instantiates a new Uniform buffer objects.
  92993. *
  92994. * Handles blocks of uniform on the GPU.
  92995. *
  92996. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92997. *
  92998. * For more information, please refer to :
  92999. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93000. * @param engine Define the engine the buffer is associated with
  93001. * @param data Define the data contained in the buffer
  93002. * @param dynamic Define if the buffer is updatable
  93003. */
  93004. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  93005. /**
  93006. * Indicates if the buffer is using the WebGL2 UBO implementation,
  93007. * or just falling back on setUniformXXX calls.
  93008. */
  93009. readonly useUbo: boolean;
  93010. /**
  93011. * Indicates if the WebGL underlying uniform buffer is in sync
  93012. * with the javascript cache data.
  93013. */
  93014. readonly isSync: boolean;
  93015. /**
  93016. * Indicates if the WebGL underlying uniform buffer is dynamic.
  93017. * Also, a dynamic UniformBuffer will disable cache verification and always
  93018. * update the underlying WebGL uniform buffer to the GPU.
  93019. * @returns if Dynamic, otherwise false
  93020. */
  93021. isDynamic(): boolean;
  93022. /**
  93023. * The data cache on JS side.
  93024. * @returns the underlying data as a float array
  93025. */
  93026. getData(): Float32Array;
  93027. /**
  93028. * The underlying WebGL Uniform buffer.
  93029. * @returns the webgl buffer
  93030. */
  93031. getBuffer(): Nullable<DataBuffer>;
  93032. /**
  93033. * std140 layout specifies how to align data within an UBO structure.
  93034. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  93035. * for specs.
  93036. */
  93037. private _fillAlignment;
  93038. /**
  93039. * Adds an uniform in the buffer.
  93040. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  93041. * for the layout to be correct !
  93042. * @param name Name of the uniform, as used in the uniform block in the shader.
  93043. * @param size Data size, or data directly.
  93044. */
  93045. addUniform(name: string, size: number | number[]): void;
  93046. /**
  93047. * Adds a Matrix 4x4 to the uniform buffer.
  93048. * @param name Name of the uniform, as used in the uniform block in the shader.
  93049. * @param mat A 4x4 matrix.
  93050. */
  93051. addMatrix(name: string, mat: Matrix): void;
  93052. /**
  93053. * Adds a vec2 to the uniform buffer.
  93054. * @param name Name of the uniform, as used in the uniform block in the shader.
  93055. * @param x Define the x component value of the vec2
  93056. * @param y Define the y component value of the vec2
  93057. */
  93058. addFloat2(name: string, x: number, y: number): void;
  93059. /**
  93060. * Adds a vec3 to the uniform buffer.
  93061. * @param name Name of the uniform, as used in the uniform block in the shader.
  93062. * @param x Define the x component value of the vec3
  93063. * @param y Define the y component value of the vec3
  93064. * @param z Define the z component value of the vec3
  93065. */
  93066. addFloat3(name: string, x: number, y: number, z: number): void;
  93067. /**
  93068. * Adds a vec3 to the uniform buffer.
  93069. * @param name Name of the uniform, as used in the uniform block in the shader.
  93070. * @param color Define the vec3 from a Color
  93071. */
  93072. addColor3(name: string, color: Color3): void;
  93073. /**
  93074. * Adds a vec4 to the uniform buffer.
  93075. * @param name Name of the uniform, as used in the uniform block in the shader.
  93076. * @param color Define the rgb components from a Color
  93077. * @param alpha Define the a component of the vec4
  93078. */
  93079. addColor4(name: string, color: Color3, alpha: number): void;
  93080. /**
  93081. * Adds a vec3 to the uniform buffer.
  93082. * @param name Name of the uniform, as used in the uniform block in the shader.
  93083. * @param vector Define the vec3 components from a Vector
  93084. */
  93085. addVector3(name: string, vector: Vector3): void;
  93086. /**
  93087. * Adds a Matrix 3x3 to the uniform buffer.
  93088. * @param name Name of the uniform, as used in the uniform block in the shader.
  93089. */
  93090. addMatrix3x3(name: string): void;
  93091. /**
  93092. * Adds a Matrix 2x2 to the uniform buffer.
  93093. * @param name Name of the uniform, as used in the uniform block in the shader.
  93094. */
  93095. addMatrix2x2(name: string): void;
  93096. /**
  93097. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  93098. */
  93099. create(): void;
  93100. /** @hidden */
  93101. _rebuild(): void;
  93102. /**
  93103. * Updates the WebGL Uniform Buffer on the GPU.
  93104. * If the `dynamic` flag is set to true, no cache comparison is done.
  93105. * Otherwise, the buffer will be updated only if the cache differs.
  93106. */
  93107. update(): void;
  93108. /**
  93109. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  93110. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93111. * @param data Define the flattened data
  93112. * @param size Define the size of the data.
  93113. */
  93114. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  93115. private _updateMatrix3x3ForUniform;
  93116. private _updateMatrix3x3ForEffect;
  93117. private _updateMatrix2x2ForEffect;
  93118. private _updateMatrix2x2ForUniform;
  93119. private _updateFloatForEffect;
  93120. private _updateFloatForUniform;
  93121. private _updateFloat2ForEffect;
  93122. private _updateFloat2ForUniform;
  93123. private _updateFloat3ForEffect;
  93124. private _updateFloat3ForUniform;
  93125. private _updateFloat4ForEffect;
  93126. private _updateFloat4ForUniform;
  93127. private _updateMatrixForEffect;
  93128. private _updateMatrixForUniform;
  93129. private _updateVector3ForEffect;
  93130. private _updateVector3ForUniform;
  93131. private _updateVector4ForEffect;
  93132. private _updateVector4ForUniform;
  93133. private _updateColor3ForEffect;
  93134. private _updateColor3ForUniform;
  93135. private _updateColor4ForEffect;
  93136. private _updateColor4ForUniform;
  93137. /**
  93138. * Sets a sampler uniform on the effect.
  93139. * @param name Define the name of the sampler.
  93140. * @param texture Define the texture to set in the sampler
  93141. */
  93142. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  93143. /**
  93144. * Directly updates the value of the uniform in the cache AND on the GPU.
  93145. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93146. * @param data Define the flattened data
  93147. */
  93148. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  93149. /**
  93150. * Binds this uniform buffer to an effect.
  93151. * @param effect Define the effect to bind the buffer to
  93152. * @param name Name of the uniform block in the shader.
  93153. */
  93154. bindToEffect(effect: Effect, name: string): void;
  93155. /**
  93156. * Disposes the uniform buffer.
  93157. */
  93158. dispose(): void;
  93159. }
  93160. }
  93161. declare module BABYLON {
  93162. /**
  93163. * Class used to work with sound analyzer using fast fourier transform (FFT)
  93164. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93165. */
  93166. export class Analyser {
  93167. /**
  93168. * Gets or sets the smoothing
  93169. * @ignorenaming
  93170. */
  93171. SMOOTHING: number;
  93172. /**
  93173. * Gets or sets the FFT table size
  93174. * @ignorenaming
  93175. */
  93176. FFT_SIZE: number;
  93177. /**
  93178. * Gets or sets the bar graph amplitude
  93179. * @ignorenaming
  93180. */
  93181. BARGRAPHAMPLITUDE: number;
  93182. /**
  93183. * Gets or sets the position of the debug canvas
  93184. * @ignorenaming
  93185. */
  93186. DEBUGCANVASPOS: {
  93187. x: number;
  93188. y: number;
  93189. };
  93190. /**
  93191. * Gets or sets the debug canvas size
  93192. * @ignorenaming
  93193. */
  93194. DEBUGCANVASSIZE: {
  93195. width: number;
  93196. height: number;
  93197. };
  93198. private _byteFreqs;
  93199. private _byteTime;
  93200. private _floatFreqs;
  93201. private _webAudioAnalyser;
  93202. private _debugCanvas;
  93203. private _debugCanvasContext;
  93204. private _scene;
  93205. private _registerFunc;
  93206. private _audioEngine;
  93207. /**
  93208. * Creates a new analyser
  93209. * @param scene defines hosting scene
  93210. */
  93211. constructor(scene: Scene);
  93212. /**
  93213. * Get the number of data values you will have to play with for the visualization
  93214. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  93215. * @returns a number
  93216. */
  93217. getFrequencyBinCount(): number;
  93218. /**
  93219. * Gets the current frequency data as a byte array
  93220. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93221. * @returns a Uint8Array
  93222. */
  93223. getByteFrequencyData(): Uint8Array;
  93224. /**
  93225. * Gets the current waveform as a byte array
  93226. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  93227. * @returns a Uint8Array
  93228. */
  93229. getByteTimeDomainData(): Uint8Array;
  93230. /**
  93231. * Gets the current frequency data as a float array
  93232. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93233. * @returns a Float32Array
  93234. */
  93235. getFloatFrequencyData(): Float32Array;
  93236. /**
  93237. * Renders the debug canvas
  93238. */
  93239. drawDebugCanvas(): void;
  93240. /**
  93241. * Stops rendering the debug canvas and removes it
  93242. */
  93243. stopDebugCanvas(): void;
  93244. /**
  93245. * Connects two audio nodes
  93246. * @param inputAudioNode defines first node to connect
  93247. * @param outputAudioNode defines second node to connect
  93248. */
  93249. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  93250. /**
  93251. * Releases all associated resources
  93252. */
  93253. dispose(): void;
  93254. }
  93255. }
  93256. declare module BABYLON {
  93257. /**
  93258. * This represents an audio engine and it is responsible
  93259. * to play, synchronize and analyse sounds throughout the application.
  93260. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93261. */
  93262. export interface IAudioEngine extends IDisposable {
  93263. /**
  93264. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93265. */
  93266. readonly canUseWebAudio: boolean;
  93267. /**
  93268. * Gets the current AudioContext if available.
  93269. */
  93270. readonly audioContext: Nullable<AudioContext>;
  93271. /**
  93272. * The master gain node defines the global audio volume of your audio engine.
  93273. */
  93274. readonly masterGain: GainNode;
  93275. /**
  93276. * Gets whether or not mp3 are supported by your browser.
  93277. */
  93278. readonly isMP3supported: boolean;
  93279. /**
  93280. * Gets whether or not ogg are supported by your browser.
  93281. */
  93282. readonly isOGGsupported: boolean;
  93283. /**
  93284. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93285. * @ignoreNaming
  93286. */
  93287. WarnedWebAudioUnsupported: boolean;
  93288. /**
  93289. * Defines if the audio engine relies on a custom unlocked button.
  93290. * In this case, the embedded button will not be displayed.
  93291. */
  93292. useCustomUnlockedButton: boolean;
  93293. /**
  93294. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  93295. */
  93296. readonly unlocked: boolean;
  93297. /**
  93298. * Event raised when audio has been unlocked on the browser.
  93299. */
  93300. onAudioUnlockedObservable: Observable<AudioEngine>;
  93301. /**
  93302. * Event raised when audio has been locked on the browser.
  93303. */
  93304. onAudioLockedObservable: Observable<AudioEngine>;
  93305. /**
  93306. * Flags the audio engine in Locked state.
  93307. * This happens due to new browser policies preventing audio to autoplay.
  93308. */
  93309. lock(): void;
  93310. /**
  93311. * Unlocks the audio engine once a user action has been done on the dom.
  93312. * This is helpful to resume play once browser policies have been satisfied.
  93313. */
  93314. unlock(): void;
  93315. }
  93316. /**
  93317. * This represents the default audio engine used in babylon.
  93318. * It is responsible to play, synchronize and analyse sounds throughout the application.
  93319. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93320. */
  93321. export class AudioEngine implements IAudioEngine {
  93322. private _audioContext;
  93323. private _audioContextInitialized;
  93324. private _muteButton;
  93325. private _hostElement;
  93326. /**
  93327. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93328. */
  93329. canUseWebAudio: boolean;
  93330. /**
  93331. * The master gain node defines the global audio volume of your audio engine.
  93332. */
  93333. masterGain: GainNode;
  93334. /**
  93335. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93336. * @ignoreNaming
  93337. */
  93338. WarnedWebAudioUnsupported: boolean;
  93339. /**
  93340. * Gets whether or not mp3 are supported by your browser.
  93341. */
  93342. isMP3supported: boolean;
  93343. /**
  93344. * Gets whether or not ogg are supported by your browser.
  93345. */
  93346. isOGGsupported: boolean;
  93347. /**
  93348. * Gets whether audio has been unlocked on the device.
  93349. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  93350. * a user interaction has happened.
  93351. */
  93352. unlocked: boolean;
  93353. /**
  93354. * Defines if the audio engine relies on a custom unlocked button.
  93355. * In this case, the embedded button will not be displayed.
  93356. */
  93357. useCustomUnlockedButton: boolean;
  93358. /**
  93359. * Event raised when audio has been unlocked on the browser.
  93360. */
  93361. onAudioUnlockedObservable: Observable<AudioEngine>;
  93362. /**
  93363. * Event raised when audio has been locked on the browser.
  93364. */
  93365. onAudioLockedObservable: Observable<AudioEngine>;
  93366. /**
  93367. * Gets the current AudioContext if available.
  93368. */
  93369. readonly audioContext: Nullable<AudioContext>;
  93370. private _connectedAnalyser;
  93371. /**
  93372. * Instantiates a new audio engine.
  93373. *
  93374. * There should be only one per page as some browsers restrict the number
  93375. * of audio contexts you can create.
  93376. * @param hostElement defines the host element where to display the mute icon if necessary
  93377. */
  93378. constructor(hostElement?: Nullable<HTMLElement>);
  93379. /**
  93380. * Flags the audio engine in Locked state.
  93381. * This happens due to new browser policies preventing audio to autoplay.
  93382. */
  93383. lock(): void;
  93384. /**
  93385. * Unlocks the audio engine once a user action has been done on the dom.
  93386. * This is helpful to resume play once browser policies have been satisfied.
  93387. */
  93388. unlock(): void;
  93389. private _resumeAudioContext;
  93390. private _initializeAudioContext;
  93391. private _tryToRun;
  93392. private _triggerRunningState;
  93393. private _triggerSuspendedState;
  93394. private _displayMuteButton;
  93395. private _moveButtonToTopLeft;
  93396. private _onResize;
  93397. private _hideMuteButton;
  93398. /**
  93399. * Destroy and release the resources associated with the audio ccontext.
  93400. */
  93401. dispose(): void;
  93402. /**
  93403. * Gets the global volume sets on the master gain.
  93404. * @returns the global volume if set or -1 otherwise
  93405. */
  93406. getGlobalVolume(): number;
  93407. /**
  93408. * Sets the global volume of your experience (sets on the master gain).
  93409. * @param newVolume Defines the new global volume of the application
  93410. */
  93411. setGlobalVolume(newVolume: number): void;
  93412. /**
  93413. * Connect the audio engine to an audio analyser allowing some amazing
  93414. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  93415. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  93416. * @param analyser The analyser to connect to the engine
  93417. */
  93418. connectToAnalyser(analyser: Analyser): void;
  93419. }
  93420. }
  93421. declare module BABYLON {
  93422. /**
  93423. * Interface used to present a loading screen while loading a scene
  93424. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93425. */
  93426. export interface ILoadingScreen {
  93427. /**
  93428. * Function called to display the loading screen
  93429. */
  93430. displayLoadingUI: () => void;
  93431. /**
  93432. * Function called to hide the loading screen
  93433. */
  93434. hideLoadingUI: () => void;
  93435. /**
  93436. * Gets or sets the color to use for the background
  93437. */
  93438. loadingUIBackgroundColor: string;
  93439. /**
  93440. * Gets or sets the text to display while loading
  93441. */
  93442. loadingUIText: string;
  93443. }
  93444. /**
  93445. * Class used for the default loading screen
  93446. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93447. */
  93448. export class DefaultLoadingScreen implements ILoadingScreen {
  93449. private _renderingCanvas;
  93450. private _loadingText;
  93451. private _loadingDivBackgroundColor;
  93452. private _loadingDiv;
  93453. private _loadingTextDiv;
  93454. /** Gets or sets the logo url to use for the default loading screen */
  93455. static DefaultLogoUrl: string;
  93456. /** Gets or sets the spinner url to use for the default loading screen */
  93457. static DefaultSpinnerUrl: string;
  93458. /**
  93459. * Creates a new default loading screen
  93460. * @param _renderingCanvas defines the canvas used to render the scene
  93461. * @param _loadingText defines the default text to display
  93462. * @param _loadingDivBackgroundColor defines the default background color
  93463. */
  93464. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  93465. /**
  93466. * Function called to display the loading screen
  93467. */
  93468. displayLoadingUI(): void;
  93469. /**
  93470. * Function called to hide the loading screen
  93471. */
  93472. hideLoadingUI(): void;
  93473. /**
  93474. * Gets or sets the text to display while loading
  93475. */
  93476. loadingUIText: string;
  93477. /**
  93478. * Gets or sets the color to use for the background
  93479. */
  93480. loadingUIBackgroundColor: string;
  93481. private _resizeLoadingUI;
  93482. }
  93483. }
  93484. declare module BABYLON {
  93485. /** @hidden */
  93486. export class WebGLPipelineContext implements IPipelineContext {
  93487. engine: Engine;
  93488. program: Nullable<WebGLProgram>;
  93489. context?: WebGLRenderingContext;
  93490. vertexShader?: WebGLShader;
  93491. fragmentShader?: WebGLShader;
  93492. isParallelCompiled: boolean;
  93493. onCompiled?: () => void;
  93494. transformFeedback?: WebGLTransformFeedback | null;
  93495. readonly isAsync: boolean;
  93496. readonly isReady: boolean;
  93497. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  93498. }
  93499. }
  93500. declare module BABYLON {
  93501. /** @hidden */
  93502. export class WebGLDataBuffer extends DataBuffer {
  93503. private _buffer;
  93504. constructor(resource: WebGLBuffer);
  93505. readonly underlyingResource: any;
  93506. }
  93507. }
  93508. declare module BABYLON {
  93509. /** @hidden */
  93510. export class WebGL2ShaderProcessor implements IShaderProcessor {
  93511. attributeProcessor(attribute: string): string;
  93512. varyingProcessor(varying: string, isFragment: boolean): string;
  93513. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  93514. }
  93515. }
  93516. declare module BABYLON {
  93517. /**
  93518. * This class is used to track a performance counter which is number based.
  93519. * The user has access to many properties which give statistics of different nature.
  93520. *
  93521. * The implementer can track two kinds of Performance Counter: time and count.
  93522. * 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.
  93523. * 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.
  93524. */
  93525. export class PerfCounter {
  93526. /**
  93527. * Gets or sets a global boolean to turn on and off all the counters
  93528. */
  93529. static Enabled: boolean;
  93530. /**
  93531. * Returns the smallest value ever
  93532. */
  93533. readonly min: number;
  93534. /**
  93535. * Returns the biggest value ever
  93536. */
  93537. readonly max: number;
  93538. /**
  93539. * Returns the average value since the performance counter is running
  93540. */
  93541. readonly average: number;
  93542. /**
  93543. * Returns the average value of the last second the counter was monitored
  93544. */
  93545. readonly lastSecAverage: number;
  93546. /**
  93547. * Returns the current value
  93548. */
  93549. readonly current: number;
  93550. /**
  93551. * Gets the accumulated total
  93552. */
  93553. readonly total: number;
  93554. /**
  93555. * Gets the total value count
  93556. */
  93557. readonly count: number;
  93558. /**
  93559. * Creates a new counter
  93560. */
  93561. constructor();
  93562. /**
  93563. * Call this method to start monitoring a new frame.
  93564. * 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.
  93565. */
  93566. fetchNewFrame(): void;
  93567. /**
  93568. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  93569. * @param newCount the count value to add to the monitored count
  93570. * @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.
  93571. */
  93572. addCount(newCount: number, fetchResult: boolean): void;
  93573. /**
  93574. * Start monitoring this performance counter
  93575. */
  93576. beginMonitoring(): void;
  93577. /**
  93578. * Compute the time lapsed since the previous beginMonitoring() call.
  93579. * @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
  93580. */
  93581. endMonitoring(newFrame?: boolean): void;
  93582. private _fetchResult;
  93583. private _startMonitoringTime;
  93584. private _min;
  93585. private _max;
  93586. private _average;
  93587. private _current;
  93588. private _totalValueCount;
  93589. private _totalAccumulated;
  93590. private _lastSecAverage;
  93591. private _lastSecAccumulated;
  93592. private _lastSecTime;
  93593. private _lastSecValueCount;
  93594. }
  93595. }
  93596. declare module BABYLON {
  93597. /**
  93598. * Interface for any object that can request an animation frame
  93599. */
  93600. export interface ICustomAnimationFrameRequester {
  93601. /**
  93602. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  93603. */
  93604. renderFunction?: Function;
  93605. /**
  93606. * Called to request the next frame to render to
  93607. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  93608. */
  93609. requestAnimationFrame: Function;
  93610. /**
  93611. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  93612. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  93613. */
  93614. requestID?: number;
  93615. }
  93616. }
  93617. declare module BABYLON {
  93618. /**
  93619. * Settings for finer control over video usage
  93620. */
  93621. export interface VideoTextureSettings {
  93622. /**
  93623. * Applies `autoplay` to video, if specified
  93624. */
  93625. autoPlay?: boolean;
  93626. /**
  93627. * Applies `loop` to video, if specified
  93628. */
  93629. loop?: boolean;
  93630. /**
  93631. * Automatically updates internal texture from video at every frame in the render loop
  93632. */
  93633. autoUpdateTexture: boolean;
  93634. /**
  93635. * Image src displayed during the video loading or until the user interacts with the video.
  93636. */
  93637. poster?: string;
  93638. }
  93639. /**
  93640. * If you want to display a video in your scene, this is the special texture for that.
  93641. * This special texture works similar to other textures, with the exception of a few parameters.
  93642. * @see https://doc.babylonjs.com/how_to/video_texture
  93643. */
  93644. export class VideoTexture extends Texture {
  93645. /**
  93646. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93647. */
  93648. readonly autoUpdateTexture: boolean;
  93649. /**
  93650. * The video instance used by the texture internally
  93651. */
  93652. readonly video: HTMLVideoElement;
  93653. private _onUserActionRequestedObservable;
  93654. /**
  93655. * Event triggerd when a dom action is required by the user to play the video.
  93656. * This happens due to recent changes in browser policies preventing video to auto start.
  93657. */
  93658. readonly onUserActionRequestedObservable: Observable<Texture>;
  93659. private _generateMipMaps;
  93660. private _engine;
  93661. private _stillImageCaptured;
  93662. private _displayingPosterTexture;
  93663. private _settings;
  93664. private _createInternalTextureOnEvent;
  93665. /**
  93666. * Creates a video texture.
  93667. * If you want to display a video in your scene, this is the special texture for that.
  93668. * This special texture works similar to other textures, with the exception of a few parameters.
  93669. * @see https://doc.babylonjs.com/how_to/video_texture
  93670. * @param name optional name, will detect from video source, if not defined
  93671. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  93672. * @param scene is obviously the current scene.
  93673. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  93674. * @param invertY is false by default but can be used to invert video on Y axis
  93675. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  93676. * @param settings allows finer control over video usage
  93677. */
  93678. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  93679. private _getName;
  93680. private _getVideo;
  93681. private _createInternalTexture;
  93682. private reset;
  93683. /**
  93684. * @hidden Internal method to initiate `update`.
  93685. */
  93686. _rebuild(): void;
  93687. /**
  93688. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  93689. */
  93690. update(): void;
  93691. /**
  93692. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  93693. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  93694. */
  93695. updateTexture(isVisible: boolean): void;
  93696. protected _updateInternalTexture: () => void;
  93697. /**
  93698. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  93699. * @param url New url.
  93700. */
  93701. updateURL(url: string): void;
  93702. /**
  93703. * Dispose the texture and release its associated resources.
  93704. */
  93705. dispose(): void;
  93706. /**
  93707. * Creates a video texture straight from a stream.
  93708. * @param scene Define the scene the texture should be created in
  93709. * @param stream Define the stream the texture should be created from
  93710. * @returns The created video texture as a promise
  93711. */
  93712. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  93713. /**
  93714. * Creates a video texture straight from your WebCam video feed.
  93715. * @param scene Define the scene the texture should be created in
  93716. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93717. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93718. * @returns The created video texture as a promise
  93719. */
  93720. static CreateFromWebCamAsync(scene: Scene, constraints: {
  93721. minWidth: number;
  93722. maxWidth: number;
  93723. minHeight: number;
  93724. maxHeight: number;
  93725. deviceId: string;
  93726. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  93727. /**
  93728. * Creates a video texture straight from your WebCam video feed.
  93729. * @param scene Define the scene the texture should be created in
  93730. * @param onReady Define a callback to triggered once the texture will be ready
  93731. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93732. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93733. */
  93734. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  93735. minWidth: number;
  93736. maxWidth: number;
  93737. minHeight: number;
  93738. maxHeight: number;
  93739. deviceId: string;
  93740. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  93741. }
  93742. }
  93743. declare module BABYLON {
  93744. /**
  93745. * Defines the interface used by objects containing a viewport (like a camera)
  93746. */
  93747. interface IViewportOwnerLike {
  93748. /**
  93749. * Gets or sets the viewport
  93750. */
  93751. viewport: IViewportLike;
  93752. }
  93753. /**
  93754. * Interface for attribute information associated with buffer instanciation
  93755. */
  93756. export class InstancingAttributeInfo {
  93757. /**
  93758. * Index/offset of the attribute in the vertex shader
  93759. */
  93760. index: number;
  93761. /**
  93762. * size of the attribute, 1, 2, 3 or 4
  93763. */
  93764. attributeSize: number;
  93765. /**
  93766. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  93767. * default is FLOAT
  93768. */
  93769. attribyteType: number;
  93770. /**
  93771. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  93772. */
  93773. normalized: boolean;
  93774. /**
  93775. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  93776. */
  93777. offset: number;
  93778. /**
  93779. * Name of the GLSL attribute, for debugging purpose only
  93780. */
  93781. attributeName: string;
  93782. }
  93783. /**
  93784. * Define options used to create a depth texture
  93785. */
  93786. export class DepthTextureCreationOptions {
  93787. /** Specifies whether or not a stencil should be allocated in the texture */
  93788. generateStencil?: boolean;
  93789. /** Specifies whether or not bilinear filtering is enable on the texture */
  93790. bilinearFiltering?: boolean;
  93791. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  93792. comparisonFunction?: number;
  93793. /** Specifies if the created texture is a cube texture */
  93794. isCube?: boolean;
  93795. }
  93796. /**
  93797. * Class used to describe the capabilities of the engine relatively to the current browser
  93798. */
  93799. export class EngineCapabilities {
  93800. /** Maximum textures units per fragment shader */
  93801. maxTexturesImageUnits: number;
  93802. /** Maximum texture units per vertex shader */
  93803. maxVertexTextureImageUnits: number;
  93804. /** Maximum textures units in the entire pipeline */
  93805. maxCombinedTexturesImageUnits: number;
  93806. /** Maximum texture size */
  93807. maxTextureSize: number;
  93808. /** Maximum cube texture size */
  93809. maxCubemapTextureSize: number;
  93810. /** Maximum render texture size */
  93811. maxRenderTextureSize: number;
  93812. /** Maximum number of vertex attributes */
  93813. maxVertexAttribs: number;
  93814. /** Maximum number of varyings */
  93815. maxVaryingVectors: number;
  93816. /** Maximum number of uniforms per vertex shader */
  93817. maxVertexUniformVectors: number;
  93818. /** Maximum number of uniforms per fragment shader */
  93819. maxFragmentUniformVectors: number;
  93820. /** Defines if standard derivates (dx/dy) are supported */
  93821. standardDerivatives: boolean;
  93822. /** Defines if s3tc texture compression is supported */
  93823. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  93824. /** Defines if pvrtc texture compression is supported */
  93825. pvrtc: any;
  93826. /** Defines if etc1 texture compression is supported */
  93827. etc1: any;
  93828. /** Defines if etc2 texture compression is supported */
  93829. etc2: any;
  93830. /** Defines if astc texture compression is supported */
  93831. astc: any;
  93832. /** Defines if float textures are supported */
  93833. textureFloat: boolean;
  93834. /** Defines if vertex array objects are supported */
  93835. vertexArrayObject: boolean;
  93836. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  93837. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  93838. /** Gets the maximum level of anisotropy supported */
  93839. maxAnisotropy: number;
  93840. /** Defines if instancing is supported */
  93841. instancedArrays: boolean;
  93842. /** Defines if 32 bits indices are supported */
  93843. uintIndices: boolean;
  93844. /** Defines if high precision shaders are supported */
  93845. highPrecisionShaderSupported: boolean;
  93846. /** Defines if depth reading in the fragment shader is supported */
  93847. fragmentDepthSupported: boolean;
  93848. /** Defines if float texture linear filtering is supported*/
  93849. textureFloatLinearFiltering: boolean;
  93850. /** Defines if rendering to float textures is supported */
  93851. textureFloatRender: boolean;
  93852. /** Defines if half float textures are supported*/
  93853. textureHalfFloat: boolean;
  93854. /** Defines if half float texture linear filtering is supported*/
  93855. textureHalfFloatLinearFiltering: boolean;
  93856. /** Defines if rendering to half float textures is supported */
  93857. textureHalfFloatRender: boolean;
  93858. /** Defines if textureLOD shader command is supported */
  93859. textureLOD: boolean;
  93860. /** Defines if draw buffers extension is supported */
  93861. drawBuffersExtension: boolean;
  93862. /** Defines if depth textures are supported */
  93863. depthTextureExtension: boolean;
  93864. /** Defines if float color buffer are supported */
  93865. colorBufferFloat: boolean;
  93866. /** Gets disjoint timer query extension (null if not supported) */
  93867. timerQuery: EXT_disjoint_timer_query;
  93868. /** Defines if timestamp can be used with timer query */
  93869. canUseTimestampForTimerQuery: boolean;
  93870. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  93871. multiview: any;
  93872. /** Function used to let the system compiles shaders in background */
  93873. parallelShaderCompile: {
  93874. COMPLETION_STATUS_KHR: number;
  93875. };
  93876. /** Max number of texture samples for MSAA */
  93877. maxMSAASamples: number;
  93878. }
  93879. /** Interface defining initialization parameters for Engine class */
  93880. export interface EngineOptions extends WebGLContextAttributes {
  93881. /**
  93882. * Defines if the engine should no exceed a specified device ratio
  93883. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  93884. */
  93885. limitDeviceRatio?: number;
  93886. /**
  93887. * Defines if webvr should be enabled automatically
  93888. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93889. */
  93890. autoEnableWebVR?: boolean;
  93891. /**
  93892. * Defines if webgl2 should be turned off even if supported
  93893. * @see http://doc.babylonjs.com/features/webgl2
  93894. */
  93895. disableWebGL2Support?: boolean;
  93896. /**
  93897. * Defines if webaudio should be initialized as well
  93898. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93899. */
  93900. audioEngine?: boolean;
  93901. /**
  93902. * Defines if animations should run using a deterministic lock step
  93903. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93904. */
  93905. deterministicLockstep?: boolean;
  93906. /** Defines the maximum steps to use with deterministic lock step mode */
  93907. lockstepMaxSteps?: number;
  93908. /**
  93909. * Defines that engine should ignore context lost events
  93910. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  93911. */
  93912. doNotHandleContextLost?: boolean;
  93913. /**
  93914. * Defines that engine should ignore modifying touch action attribute and style
  93915. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  93916. */
  93917. doNotHandleTouchAction?: boolean;
  93918. /**
  93919. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  93920. */
  93921. useHighPrecisionFloats?: boolean;
  93922. }
  93923. /**
  93924. * Defines the interface used by display changed events
  93925. */
  93926. export interface IDisplayChangedEventArgs {
  93927. /** Gets the vrDisplay object (if any) */
  93928. vrDisplay: Nullable<any>;
  93929. /** Gets a boolean indicating if webVR is supported */
  93930. vrSupported: boolean;
  93931. }
  93932. /**
  93933. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  93934. */
  93935. export class Engine {
  93936. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  93937. static ExceptionList: ({
  93938. key: string;
  93939. capture: string;
  93940. captureConstraint: number;
  93941. targets: string[];
  93942. } | {
  93943. key: string;
  93944. capture: null;
  93945. captureConstraint: null;
  93946. targets: string[];
  93947. })[];
  93948. /** Gets the list of created engines */
  93949. static readonly Instances: Engine[];
  93950. /**
  93951. * Gets the latest created engine
  93952. */
  93953. static readonly LastCreatedEngine: Nullable<Engine>;
  93954. /**
  93955. * Gets the latest created scene
  93956. */
  93957. static readonly LastCreatedScene: Nullable<Scene>;
  93958. /**
  93959. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  93960. * @param flag defines which part of the materials must be marked as dirty
  93961. * @param predicate defines a predicate used to filter which materials should be affected
  93962. */
  93963. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  93964. /** @hidden */
  93965. static _TextureLoaders: IInternalTextureLoader[];
  93966. /** Defines that alpha blending is disabled */
  93967. static readonly ALPHA_DISABLE: number;
  93968. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  93969. static readonly ALPHA_ADD: number;
  93970. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  93971. static readonly ALPHA_COMBINE: number;
  93972. /** Defines that alpha blending to DEST - SRC * DEST */
  93973. static readonly ALPHA_SUBTRACT: number;
  93974. /** Defines that alpha blending to SRC * DEST */
  93975. static readonly ALPHA_MULTIPLY: number;
  93976. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  93977. static readonly ALPHA_MAXIMIZED: number;
  93978. /** Defines that alpha blending to SRC + DEST */
  93979. static readonly ALPHA_ONEONE: number;
  93980. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  93981. static readonly ALPHA_PREMULTIPLIED: number;
  93982. /**
  93983. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  93984. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  93985. */
  93986. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  93987. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  93988. static readonly ALPHA_INTERPOLATE: number;
  93989. /**
  93990. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  93991. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  93992. */
  93993. static readonly ALPHA_SCREENMODE: number;
  93994. /** Defines that the ressource is not delayed*/
  93995. static readonly DELAYLOADSTATE_NONE: number;
  93996. /** Defines that the ressource was successfully delay loaded */
  93997. static readonly DELAYLOADSTATE_LOADED: number;
  93998. /** Defines that the ressource is currently delay loading */
  93999. static readonly DELAYLOADSTATE_LOADING: number;
  94000. /** Defines that the ressource is delayed and has not started loading */
  94001. static readonly DELAYLOADSTATE_NOTLOADED: number;
  94002. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  94003. static readonly NEVER: number;
  94004. /** 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 */
  94005. static readonly ALWAYS: number;
  94006. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  94007. static readonly LESS: number;
  94008. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  94009. static readonly EQUAL: number;
  94010. /** 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 */
  94011. static readonly LEQUAL: number;
  94012. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  94013. static readonly GREATER: number;
  94014. /** 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 */
  94015. static readonly GEQUAL: number;
  94016. /** 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 */
  94017. static readonly NOTEQUAL: number;
  94018. /** Passed to stencilOperation to specify that stencil value must be kept */
  94019. static readonly KEEP: number;
  94020. /** Passed to stencilOperation to specify that stencil value must be replaced */
  94021. static readonly REPLACE: number;
  94022. /** Passed to stencilOperation to specify that stencil value must be incremented */
  94023. static readonly INCR: number;
  94024. /** Passed to stencilOperation to specify that stencil value must be decremented */
  94025. static readonly DECR: number;
  94026. /** Passed to stencilOperation to specify that stencil value must be inverted */
  94027. static readonly INVERT: number;
  94028. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  94029. static readonly INCR_WRAP: number;
  94030. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  94031. static readonly DECR_WRAP: number;
  94032. /** Texture is not repeating outside of 0..1 UVs */
  94033. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  94034. /** Texture is repeating outside of 0..1 UVs */
  94035. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  94036. /** Texture is repeating and mirrored */
  94037. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  94038. /** ALPHA */
  94039. static readonly TEXTUREFORMAT_ALPHA: number;
  94040. /** LUMINANCE */
  94041. static readonly TEXTUREFORMAT_LUMINANCE: number;
  94042. /** LUMINANCE_ALPHA */
  94043. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  94044. /** RGB */
  94045. static readonly TEXTUREFORMAT_RGB: number;
  94046. /** RGBA */
  94047. static readonly TEXTUREFORMAT_RGBA: number;
  94048. /** RED */
  94049. static readonly TEXTUREFORMAT_RED: number;
  94050. /** RED (2nd reference) */
  94051. static readonly TEXTUREFORMAT_R: number;
  94052. /** RG */
  94053. static readonly TEXTUREFORMAT_RG: number;
  94054. /** RED_INTEGER */
  94055. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  94056. /** RED_INTEGER (2nd reference) */
  94057. static readonly TEXTUREFORMAT_R_INTEGER: number;
  94058. /** RG_INTEGER */
  94059. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  94060. /** RGB_INTEGER */
  94061. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  94062. /** RGBA_INTEGER */
  94063. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  94064. /** UNSIGNED_BYTE */
  94065. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  94066. /** UNSIGNED_BYTE (2nd reference) */
  94067. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  94068. /** FLOAT */
  94069. static readonly TEXTURETYPE_FLOAT: number;
  94070. /** HALF_FLOAT */
  94071. static readonly TEXTURETYPE_HALF_FLOAT: number;
  94072. /** BYTE */
  94073. static readonly TEXTURETYPE_BYTE: number;
  94074. /** SHORT */
  94075. static readonly TEXTURETYPE_SHORT: number;
  94076. /** UNSIGNED_SHORT */
  94077. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  94078. /** INT */
  94079. static readonly TEXTURETYPE_INT: number;
  94080. /** UNSIGNED_INT */
  94081. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  94082. /** UNSIGNED_SHORT_4_4_4_4 */
  94083. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  94084. /** UNSIGNED_SHORT_5_5_5_1 */
  94085. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  94086. /** UNSIGNED_SHORT_5_6_5 */
  94087. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  94088. /** UNSIGNED_INT_2_10_10_10_REV */
  94089. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  94090. /** UNSIGNED_INT_24_8 */
  94091. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  94092. /** UNSIGNED_INT_10F_11F_11F_REV */
  94093. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  94094. /** UNSIGNED_INT_5_9_9_9_REV */
  94095. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  94096. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  94097. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  94098. /** nearest is mag = nearest and min = nearest and mip = linear */
  94099. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  94100. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94101. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  94102. /** Trilinear is mag = linear and min = linear and mip = linear */
  94103. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  94104. /** nearest is mag = nearest and min = nearest and mip = linear */
  94105. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  94106. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94107. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  94108. /** Trilinear is mag = linear and min = linear and mip = linear */
  94109. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  94110. /** mag = nearest and min = nearest and mip = nearest */
  94111. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  94112. /** mag = nearest and min = linear and mip = nearest */
  94113. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  94114. /** mag = nearest and min = linear and mip = linear */
  94115. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  94116. /** mag = nearest and min = linear and mip = none */
  94117. static readonly TEXTURE_NEAREST_LINEAR: number;
  94118. /** mag = nearest and min = nearest and mip = none */
  94119. static readonly TEXTURE_NEAREST_NEAREST: number;
  94120. /** mag = linear and min = nearest and mip = nearest */
  94121. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  94122. /** mag = linear and min = nearest and mip = linear */
  94123. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  94124. /** mag = linear and min = linear and mip = none */
  94125. static readonly TEXTURE_LINEAR_LINEAR: number;
  94126. /** mag = linear and min = nearest and mip = none */
  94127. static readonly TEXTURE_LINEAR_NEAREST: number;
  94128. /** Explicit coordinates mode */
  94129. static readonly TEXTURE_EXPLICIT_MODE: number;
  94130. /** Spherical coordinates mode */
  94131. static readonly TEXTURE_SPHERICAL_MODE: number;
  94132. /** Planar coordinates mode */
  94133. static readonly TEXTURE_PLANAR_MODE: number;
  94134. /** Cubic coordinates mode */
  94135. static readonly TEXTURE_CUBIC_MODE: number;
  94136. /** Projection coordinates mode */
  94137. static readonly TEXTURE_PROJECTION_MODE: number;
  94138. /** Skybox coordinates mode */
  94139. static readonly TEXTURE_SKYBOX_MODE: number;
  94140. /** Inverse Cubic coordinates mode */
  94141. static readonly TEXTURE_INVCUBIC_MODE: number;
  94142. /** Equirectangular coordinates mode */
  94143. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  94144. /** Equirectangular Fixed coordinates mode */
  94145. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  94146. /** Equirectangular Fixed Mirrored coordinates mode */
  94147. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  94148. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  94149. static readonly SCALEMODE_FLOOR: number;
  94150. /** Defines that texture rescaling will look for the nearest power of 2 size */
  94151. static readonly SCALEMODE_NEAREST: number;
  94152. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  94153. static readonly SCALEMODE_CEILING: number;
  94154. /**
  94155. * Returns the current npm package of the sdk
  94156. */
  94157. static readonly NpmPackage: string;
  94158. /**
  94159. * Returns the current version of the framework
  94160. */
  94161. static readonly Version: string;
  94162. /**
  94163. * Returns a string describing the current engine
  94164. */
  94165. readonly description: string;
  94166. /**
  94167. * Gets or sets the epsilon value used by collision engine
  94168. */
  94169. static CollisionsEpsilon: number;
  94170. /**
  94171. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  94172. */
  94173. static ShadersRepository: string;
  94174. /**
  94175. * Method called to create the default loading screen.
  94176. * This can be overriden in your own app.
  94177. * @param canvas The rendering canvas element
  94178. * @returns The loading screen
  94179. */
  94180. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  94181. /**
  94182. * Method called to create the default rescale post process on each engine.
  94183. */
  94184. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  94185. /** @hidden */
  94186. _shaderProcessor: IShaderProcessor;
  94187. /**
  94188. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  94189. */
  94190. forcePOTTextures: boolean;
  94191. /**
  94192. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  94193. */
  94194. isFullscreen: boolean;
  94195. /**
  94196. * Gets a boolean indicating if the pointer is currently locked
  94197. */
  94198. isPointerLock: boolean;
  94199. /**
  94200. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  94201. */
  94202. cullBackFaces: boolean;
  94203. /**
  94204. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  94205. */
  94206. renderEvenInBackground: boolean;
  94207. /**
  94208. * Gets or sets a boolean indicating that cache can be kept between frames
  94209. */
  94210. preventCacheWipeBetweenFrames: boolean;
  94211. /**
  94212. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  94213. **/
  94214. enableOfflineSupport: boolean;
  94215. /**
  94216. * 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)
  94217. **/
  94218. disableManifestCheck: boolean;
  94219. /**
  94220. * Gets the list of created scenes
  94221. */
  94222. scenes: Scene[];
  94223. /**
  94224. * Event raised when a new scene is created
  94225. */
  94226. onNewSceneAddedObservable: Observable<Scene>;
  94227. /**
  94228. * Gets the list of created postprocesses
  94229. */
  94230. postProcesses: PostProcess[];
  94231. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  94232. validateShaderPrograms: boolean;
  94233. /**
  94234. * Observable event triggered each time the rendering canvas is resized
  94235. */
  94236. onResizeObservable: Observable<Engine>;
  94237. /**
  94238. * Observable event triggered each time the canvas loses focus
  94239. */
  94240. onCanvasBlurObservable: Observable<Engine>;
  94241. /**
  94242. * Observable event triggered each time the canvas gains focus
  94243. */
  94244. onCanvasFocusObservable: Observable<Engine>;
  94245. /**
  94246. * Observable event triggered each time the canvas receives pointerout event
  94247. */
  94248. onCanvasPointerOutObservable: Observable<PointerEvent>;
  94249. /**
  94250. * Observable event triggered before each texture is initialized
  94251. */
  94252. onBeforeTextureInitObservable: Observable<Texture>;
  94253. /**
  94254. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  94255. */
  94256. disableUniformBuffers: boolean;
  94257. /** @hidden */
  94258. _uniformBuffers: UniformBuffer[];
  94259. /**
  94260. * Gets a boolean indicating that the engine supports uniform buffers
  94261. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94262. */
  94263. readonly supportsUniformBuffers: boolean;
  94264. /**
  94265. * Observable raised when the engine begins a new frame
  94266. */
  94267. onBeginFrameObservable: Observable<Engine>;
  94268. /**
  94269. * If set, will be used to request the next animation frame for the render loop
  94270. */
  94271. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  94272. /**
  94273. * Observable raised when the engine ends the current frame
  94274. */
  94275. onEndFrameObservable: Observable<Engine>;
  94276. /**
  94277. * Observable raised when the engine is about to compile a shader
  94278. */
  94279. onBeforeShaderCompilationObservable: Observable<Engine>;
  94280. /**
  94281. * Observable raised when the engine has jsut compiled a shader
  94282. */
  94283. onAfterShaderCompilationObservable: Observable<Engine>;
  94284. /** @hidden */
  94285. _gl: WebGLRenderingContext;
  94286. private _renderingCanvas;
  94287. private _windowIsBackground;
  94288. private _webGLVersion;
  94289. protected _highPrecisionShadersAllowed: boolean;
  94290. /** @hidden */
  94291. readonly _shouldUseHighPrecisionShader: boolean;
  94292. /**
  94293. * Gets a boolean indicating that only power of 2 textures are supported
  94294. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  94295. */
  94296. readonly needPOTTextures: boolean;
  94297. /** @hidden */
  94298. _badOS: boolean;
  94299. /** @hidden */
  94300. _badDesktopOS: boolean;
  94301. /**
  94302. * Gets the audio engine
  94303. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94304. * @ignorenaming
  94305. */
  94306. static audioEngine: IAudioEngine;
  94307. /**
  94308. * Default AudioEngine factory responsible of creating the Audio Engine.
  94309. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  94310. */
  94311. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  94312. /**
  94313. * Default offline support factory responsible of creating a tool used to store data locally.
  94314. * By default, this will create a Database object if the workload has been embedded.
  94315. */
  94316. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  94317. private _onFocus;
  94318. private _onBlur;
  94319. private _onCanvasPointerOut;
  94320. private _onCanvasBlur;
  94321. private _onCanvasFocus;
  94322. private _onFullscreenChange;
  94323. private _onPointerLockChange;
  94324. private _hardwareScalingLevel;
  94325. /** @hidden */
  94326. _caps: EngineCapabilities;
  94327. private _pointerLockRequested;
  94328. private _isStencilEnable;
  94329. private _colorWrite;
  94330. private _loadingScreen;
  94331. /** @hidden */
  94332. _drawCalls: PerfCounter;
  94333. private _glVersion;
  94334. private _glRenderer;
  94335. private _glVendor;
  94336. private _videoTextureSupported;
  94337. private _renderingQueueLaunched;
  94338. private _activeRenderLoops;
  94339. private _deterministicLockstep;
  94340. private _lockstepMaxSteps;
  94341. /**
  94342. * Observable signaled when a context lost event is raised
  94343. */
  94344. onContextLostObservable: Observable<Engine>;
  94345. /**
  94346. * Observable signaled when a context restored event is raised
  94347. */
  94348. onContextRestoredObservable: Observable<Engine>;
  94349. private _onContextLost;
  94350. private _onContextRestored;
  94351. private _contextWasLost;
  94352. /** @hidden */
  94353. _doNotHandleContextLost: boolean;
  94354. /**
  94355. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  94356. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94357. */
  94358. doNotHandleContextLost: boolean;
  94359. private _performanceMonitor;
  94360. private _fps;
  94361. private _deltaTime;
  94362. /**
  94363. * Turn this value on if you want to pause FPS computation when in background
  94364. */
  94365. disablePerformanceMonitorInBackground: boolean;
  94366. /**
  94367. * Gets the performance monitor attached to this engine
  94368. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  94369. */
  94370. readonly performanceMonitor: PerformanceMonitor;
  94371. /**
  94372. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  94373. */
  94374. disableVertexArrayObjects: boolean;
  94375. /** @hidden */
  94376. protected _depthCullingState: _DepthCullingState;
  94377. /** @hidden */
  94378. protected _stencilState: _StencilState;
  94379. /** @hidden */
  94380. protected _alphaState: _AlphaState;
  94381. /** @hidden */
  94382. protected _alphaMode: number;
  94383. /** @hidden */
  94384. _internalTexturesCache: InternalTexture[];
  94385. /** @hidden */
  94386. protected _activeChannel: number;
  94387. private _currentTextureChannel;
  94388. /** @hidden */
  94389. protected _boundTexturesCache: {
  94390. [key: string]: Nullable<InternalTexture>;
  94391. };
  94392. /** @hidden */
  94393. protected _currentEffect: Nullable<Effect>;
  94394. /** @hidden */
  94395. protected _currentProgram: Nullable<WebGLProgram>;
  94396. private _compiledEffects;
  94397. private _vertexAttribArraysEnabled;
  94398. /** @hidden */
  94399. protected _cachedViewport: Nullable<IViewportLike>;
  94400. private _cachedVertexArrayObject;
  94401. /** @hidden */
  94402. protected _cachedVertexBuffers: any;
  94403. /** @hidden */
  94404. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  94405. /** @hidden */
  94406. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  94407. /** @hidden */
  94408. _currentRenderTarget: Nullable<InternalTexture>;
  94409. private _uintIndicesCurrentlySet;
  94410. private _currentBoundBuffer;
  94411. /** @hidden */
  94412. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  94413. private _currentBufferPointers;
  94414. private _currentInstanceLocations;
  94415. private _currentInstanceBuffers;
  94416. private _textureUnits;
  94417. /** @hidden */
  94418. _workingCanvas: Nullable<HTMLCanvasElement>;
  94419. /** @hidden */
  94420. _workingContext: Nullable<CanvasRenderingContext2D>;
  94421. private _rescalePostProcess;
  94422. private _dummyFramebuffer;
  94423. private _externalData;
  94424. /** @hidden */
  94425. _bindedRenderFunction: any;
  94426. private _vaoRecordInProgress;
  94427. private _mustWipeVertexAttributes;
  94428. private _emptyTexture;
  94429. private _emptyCubeTexture;
  94430. private _emptyTexture3D;
  94431. /** @hidden */
  94432. _frameHandler: number;
  94433. private _nextFreeTextureSlots;
  94434. private _maxSimultaneousTextures;
  94435. private _activeRequests;
  94436. private _texturesSupported;
  94437. /** @hidden */
  94438. _textureFormatInUse: Nullable<string>;
  94439. /**
  94440. * Gets the list of texture formats supported
  94441. */
  94442. readonly texturesSupported: Array<string>;
  94443. /**
  94444. * Gets the list of texture formats in use
  94445. */
  94446. readonly textureFormatInUse: Nullable<string>;
  94447. /**
  94448. * Gets the current viewport
  94449. */
  94450. readonly currentViewport: Nullable<IViewportLike>;
  94451. /**
  94452. * Gets the default empty texture
  94453. */
  94454. readonly emptyTexture: InternalTexture;
  94455. /**
  94456. * Gets the default empty 3D texture
  94457. */
  94458. readonly emptyTexture3D: InternalTexture;
  94459. /**
  94460. * Gets the default empty cube texture
  94461. */
  94462. readonly emptyCubeTexture: InternalTexture;
  94463. /**
  94464. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  94465. */
  94466. readonly premultipliedAlpha: boolean;
  94467. /**
  94468. * Creates a new engine
  94469. * @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
  94470. * @param antialias defines enable antialiasing (default: false)
  94471. * @param options defines further options to be sent to the getContext() function
  94472. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  94473. */
  94474. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  94475. /**
  94476. * Initializes a webVR display and starts listening to display change events
  94477. * The onVRDisplayChangedObservable will be notified upon these changes
  94478. * @returns The onVRDisplayChangedObservable
  94479. */
  94480. initWebVR(): Observable<IDisplayChangedEventArgs>;
  94481. /** @hidden */
  94482. _prepareVRComponent(): void;
  94483. /** @hidden */
  94484. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  94485. /** @hidden */
  94486. _submitVRFrame(): void;
  94487. /**
  94488. * Call this function to leave webVR mode
  94489. * Will do nothing if webVR is not supported or if there is no webVR device
  94490. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94491. */
  94492. disableVR(): void;
  94493. /**
  94494. * Gets a boolean indicating that the system is in VR mode and is presenting
  94495. * @returns true if VR mode is engaged
  94496. */
  94497. isVRPresenting(): boolean;
  94498. /** @hidden */
  94499. _requestVRFrame(): void;
  94500. private _disableTouchAction;
  94501. private _rebuildInternalTextures;
  94502. private _rebuildEffects;
  94503. /**
  94504. * Gets a boolean indicating if all created effects are ready
  94505. * @returns true if all effects are ready
  94506. */
  94507. areAllEffectsReady(): boolean;
  94508. private _rebuildBuffers;
  94509. private _initGLContext;
  94510. /**
  94511. * Gets version of the current webGL context
  94512. */
  94513. readonly webGLVersion: number;
  94514. /**
  94515. * Gets a string idenfifying the name of the class
  94516. * @returns "Engine" string
  94517. */
  94518. getClassName(): string;
  94519. /**
  94520. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  94521. */
  94522. readonly isStencilEnable: boolean;
  94523. /** @hidden */
  94524. _prepareWorkingCanvas(): void;
  94525. /**
  94526. * Reset the texture cache to empty state
  94527. */
  94528. resetTextureCache(): void;
  94529. /**
  94530. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  94531. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94532. * @returns true if engine is in deterministic lock step mode
  94533. */
  94534. isDeterministicLockStep(): boolean;
  94535. /**
  94536. * Gets the max steps when engine is running in deterministic lock step
  94537. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94538. * @returns the max steps
  94539. */
  94540. getLockstepMaxSteps(): number;
  94541. /**
  94542. * Gets an object containing information about the current webGL context
  94543. * @returns an object containing the vender, the renderer and the version of the current webGL context
  94544. */
  94545. getGlInfo(): {
  94546. vendor: string;
  94547. renderer: string;
  94548. version: string;
  94549. };
  94550. /**
  94551. * Gets current aspect ratio
  94552. * @param viewportOwner defines the camera to use to get the aspect ratio
  94553. * @param useScreen defines if screen size must be used (or the current render target if any)
  94554. * @returns a number defining the aspect ratio
  94555. */
  94556. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  94557. /**
  94558. * Gets current screen aspect ratio
  94559. * @returns a number defining the aspect ratio
  94560. */
  94561. getScreenAspectRatio(): number;
  94562. /**
  94563. * Gets the current render width
  94564. * @param useScreen defines if screen size must be used (or the current render target if any)
  94565. * @returns a number defining the current render width
  94566. */
  94567. getRenderWidth(useScreen?: boolean): number;
  94568. /**
  94569. * Gets the current render height
  94570. * @param useScreen defines if screen size must be used (or the current render target if any)
  94571. * @returns a number defining the current render height
  94572. */
  94573. getRenderHeight(useScreen?: boolean): number;
  94574. /**
  94575. * Gets the HTML canvas attached with the current webGL context
  94576. * @returns a HTML canvas
  94577. */
  94578. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  94579. /**
  94580. * Gets host window
  94581. * @returns the host window object
  94582. */
  94583. getHostWindow(): Window;
  94584. /**
  94585. * Gets host document
  94586. * @returns the host document object
  94587. */
  94588. getHostDocument(): Document;
  94589. /**
  94590. * Gets the client rect of the HTML canvas attached with the current webGL context
  94591. * @returns a client rectanglee
  94592. */
  94593. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  94594. /**
  94595. * Defines the hardware scaling level.
  94596. * By default the hardware scaling level is computed from the window device ratio.
  94597. * 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.
  94598. * @param level defines the level to use
  94599. */
  94600. setHardwareScalingLevel(level: number): void;
  94601. /**
  94602. * Gets the current hardware scaling level.
  94603. * By default the hardware scaling level is computed from the window device ratio.
  94604. * 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.
  94605. * @returns a number indicating the current hardware scaling level
  94606. */
  94607. getHardwareScalingLevel(): number;
  94608. /**
  94609. * Gets the list of loaded textures
  94610. * @returns an array containing all loaded textures
  94611. */
  94612. getLoadedTexturesCache(): InternalTexture[];
  94613. /**
  94614. * Gets the object containing all engine capabilities
  94615. * @returns the EngineCapabilities object
  94616. */
  94617. getCaps(): EngineCapabilities;
  94618. /**
  94619. * Gets the current depth function
  94620. * @returns a number defining the depth function
  94621. */
  94622. getDepthFunction(): Nullable<number>;
  94623. /**
  94624. * Sets the current depth function
  94625. * @param depthFunc defines the function to use
  94626. */
  94627. setDepthFunction(depthFunc: number): void;
  94628. /**
  94629. * Sets the current depth function to GREATER
  94630. */
  94631. setDepthFunctionToGreater(): void;
  94632. /**
  94633. * Sets the current depth function to GEQUAL
  94634. */
  94635. setDepthFunctionToGreaterOrEqual(): void;
  94636. /**
  94637. * Sets the current depth function to LESS
  94638. */
  94639. setDepthFunctionToLess(): void;
  94640. private _cachedStencilBuffer;
  94641. private _cachedStencilFunction;
  94642. private _cachedStencilMask;
  94643. private _cachedStencilOperationPass;
  94644. private _cachedStencilOperationFail;
  94645. private _cachedStencilOperationDepthFail;
  94646. private _cachedStencilReference;
  94647. /**
  94648. * Caches the the state of the stencil buffer
  94649. */
  94650. cacheStencilState(): void;
  94651. /**
  94652. * Restores the state of the stencil buffer
  94653. */
  94654. restoreStencilState(): void;
  94655. /**
  94656. * Sets the current depth function to LEQUAL
  94657. */
  94658. setDepthFunctionToLessOrEqual(): void;
  94659. /**
  94660. * Gets a boolean indicating if stencil buffer is enabled
  94661. * @returns the current stencil buffer state
  94662. */
  94663. getStencilBuffer(): boolean;
  94664. /**
  94665. * Enable or disable the stencil buffer
  94666. * @param enable defines if the stencil buffer must be enabled or disabled
  94667. */
  94668. setStencilBuffer(enable: boolean): void;
  94669. /**
  94670. * Gets the current stencil mask
  94671. * @returns a number defining the new stencil mask to use
  94672. */
  94673. getStencilMask(): number;
  94674. /**
  94675. * Sets the current stencil mask
  94676. * @param mask defines the new stencil mask to use
  94677. */
  94678. setStencilMask(mask: number): void;
  94679. /**
  94680. * Gets the current stencil function
  94681. * @returns a number defining the stencil function to use
  94682. */
  94683. getStencilFunction(): number;
  94684. /**
  94685. * Gets the current stencil reference value
  94686. * @returns a number defining the stencil reference value to use
  94687. */
  94688. getStencilFunctionReference(): number;
  94689. /**
  94690. * Gets the current stencil mask
  94691. * @returns a number defining the stencil mask to use
  94692. */
  94693. getStencilFunctionMask(): number;
  94694. /**
  94695. * Sets the current stencil function
  94696. * @param stencilFunc defines the new stencil function to use
  94697. */
  94698. setStencilFunction(stencilFunc: number): void;
  94699. /**
  94700. * Sets the current stencil reference
  94701. * @param reference defines the new stencil reference to use
  94702. */
  94703. setStencilFunctionReference(reference: number): void;
  94704. /**
  94705. * Sets the current stencil mask
  94706. * @param mask defines the new stencil mask to use
  94707. */
  94708. setStencilFunctionMask(mask: number): void;
  94709. /**
  94710. * Gets the current stencil operation when stencil fails
  94711. * @returns a number defining stencil operation to use when stencil fails
  94712. */
  94713. getStencilOperationFail(): number;
  94714. /**
  94715. * Gets the current stencil operation when depth fails
  94716. * @returns a number defining stencil operation to use when depth fails
  94717. */
  94718. getStencilOperationDepthFail(): number;
  94719. /**
  94720. * Gets the current stencil operation when stencil passes
  94721. * @returns a number defining stencil operation to use when stencil passes
  94722. */
  94723. getStencilOperationPass(): number;
  94724. /**
  94725. * Sets the stencil operation to use when stencil fails
  94726. * @param operation defines the stencil operation to use when stencil fails
  94727. */
  94728. setStencilOperationFail(operation: number): void;
  94729. /**
  94730. * Sets the stencil operation to use when depth fails
  94731. * @param operation defines the stencil operation to use when depth fails
  94732. */
  94733. setStencilOperationDepthFail(operation: number): void;
  94734. /**
  94735. * Sets the stencil operation to use when stencil passes
  94736. * @param operation defines the stencil operation to use when stencil passes
  94737. */
  94738. setStencilOperationPass(operation: number): void;
  94739. /**
  94740. * Sets a boolean indicating if the dithering state is enabled or disabled
  94741. * @param value defines the dithering state
  94742. */
  94743. setDitheringState(value: boolean): void;
  94744. /**
  94745. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  94746. * @param value defines the rasterizer state
  94747. */
  94748. setRasterizerState(value: boolean): void;
  94749. /**
  94750. * stop executing a render loop function and remove it from the execution array
  94751. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  94752. */
  94753. stopRenderLoop(renderFunction?: () => void): void;
  94754. /** @hidden */
  94755. _renderLoop(): void;
  94756. /**
  94757. * Register and execute a render loop. The engine can have more than one render function
  94758. * @param renderFunction defines the function to continuously execute
  94759. */
  94760. runRenderLoop(renderFunction: () => void): void;
  94761. /**
  94762. * Toggle full screen mode
  94763. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94764. */
  94765. switchFullscreen(requestPointerLock: boolean): void;
  94766. /**
  94767. * Enters full screen mode
  94768. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94769. */
  94770. enterFullscreen(requestPointerLock: boolean): void;
  94771. /**
  94772. * Exits full screen mode
  94773. */
  94774. exitFullscreen(): void;
  94775. /**
  94776. * Enters Pointerlock mode
  94777. */
  94778. enterPointerlock(): void;
  94779. /**
  94780. * Exits Pointerlock mode
  94781. */
  94782. exitPointerlock(): void;
  94783. /**
  94784. * Clear the current render buffer or the current render target (if any is set up)
  94785. * @param color defines the color to use
  94786. * @param backBuffer defines if the back buffer must be cleared
  94787. * @param depth defines if the depth buffer must be cleared
  94788. * @param stencil defines if the stencil buffer must be cleared
  94789. */
  94790. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  94791. /**
  94792. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  94793. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94794. * @param y defines the y-coordinate of the corner of the clear rectangle
  94795. * @param width defines the width of the clear rectangle
  94796. * @param height defines the height of the clear rectangle
  94797. * @param clearColor defines the clear color
  94798. */
  94799. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  94800. /**
  94801. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  94802. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94803. * @param y defines the y-coordinate of the corner of the clear rectangle
  94804. * @param width defines the width of the clear rectangle
  94805. * @param height defines the height of the clear rectangle
  94806. */
  94807. enableScissor(x: number, y: number, width: number, height: number): void;
  94808. /**
  94809. * Disable previously set scissor test rectangle
  94810. */
  94811. disableScissor(): void;
  94812. private _viewportCached;
  94813. /** @hidden */
  94814. _viewport(x: number, y: number, width: number, height: number): void;
  94815. /**
  94816. * Set the WebGL's viewport
  94817. * @param viewport defines the viewport element to be used
  94818. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  94819. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  94820. */
  94821. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  94822. /**
  94823. * Directly set the WebGL Viewport
  94824. * @param x defines the x coordinate of the viewport (in screen space)
  94825. * @param y defines the y coordinate of the viewport (in screen space)
  94826. * @param width defines the width of the viewport (in screen space)
  94827. * @param height defines the height of the viewport (in screen space)
  94828. * @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
  94829. */
  94830. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  94831. /**
  94832. * Begin a new frame
  94833. */
  94834. beginFrame(): void;
  94835. /**
  94836. * Enf the current frame
  94837. */
  94838. endFrame(): void;
  94839. /**
  94840. * Resize the view according to the canvas' size
  94841. */
  94842. resize(): void;
  94843. /**
  94844. * Force a specific size of the canvas
  94845. * @param width defines the new canvas' width
  94846. * @param height defines the new canvas' height
  94847. */
  94848. setSize(width: number, height: number): void;
  94849. /**
  94850. * Binds the frame buffer to the specified texture.
  94851. * @param texture The texture to render to or null for the default canvas
  94852. * @param faceIndex The face of the texture to render to in case of cube texture
  94853. * @param requiredWidth The width of the target to render to
  94854. * @param requiredHeight The height of the target to render to
  94855. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  94856. * @param depthStencilTexture The depth stencil texture to use to render
  94857. * @param lodLevel defines le lod level to bind to the frame buffer
  94858. */
  94859. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  94860. /** @hidden */
  94861. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  94862. /**
  94863. * Unbind the current render target texture from the webGL context
  94864. * @param texture defines the render target texture to unbind
  94865. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  94866. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  94867. */
  94868. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  94869. /**
  94870. * Force the mipmap generation for the given render target texture
  94871. * @param texture defines the render target texture to use
  94872. */
  94873. generateMipMapsForCubemap(texture: InternalTexture): void;
  94874. /**
  94875. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  94876. */
  94877. flushFramebuffer(): void;
  94878. /**
  94879. * Unbind the current render target and bind the default framebuffer
  94880. */
  94881. restoreDefaultFramebuffer(): void;
  94882. /**
  94883. * Create an uniform buffer
  94884. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94885. * @param elements defines the content of the uniform buffer
  94886. * @returns the webGL uniform buffer
  94887. */
  94888. createUniformBuffer(elements: FloatArray): DataBuffer;
  94889. /**
  94890. * Create a dynamic uniform buffer
  94891. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94892. * @param elements defines the content of the uniform buffer
  94893. * @returns the webGL uniform buffer
  94894. */
  94895. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  94896. /**
  94897. * Update an existing uniform buffer
  94898. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94899. * @param uniformBuffer defines the target uniform buffer
  94900. * @param elements defines the content to update
  94901. * @param offset defines the offset in the uniform buffer where update should start
  94902. * @param count defines the size of the data to update
  94903. */
  94904. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  94905. private _resetVertexBufferBinding;
  94906. /**
  94907. * Creates a vertex buffer
  94908. * @param data the data for the vertex buffer
  94909. * @returns the new WebGL static buffer
  94910. */
  94911. createVertexBuffer(data: DataArray): DataBuffer;
  94912. /**
  94913. * Creates a dynamic vertex buffer
  94914. * @param data the data for the dynamic vertex buffer
  94915. * @returns the new WebGL dynamic buffer
  94916. */
  94917. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  94918. /**
  94919. * Update a dynamic index buffer
  94920. * @param indexBuffer defines the target index buffer
  94921. * @param indices defines the data to update
  94922. * @param offset defines the offset in the target index buffer where update should start
  94923. */
  94924. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  94925. /**
  94926. * Updates a dynamic vertex buffer.
  94927. * @param vertexBuffer the vertex buffer to update
  94928. * @param data the data used to update the vertex buffer
  94929. * @param byteOffset the byte offset of the data
  94930. * @param byteLength the byte length of the data
  94931. */
  94932. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  94933. private _resetIndexBufferBinding;
  94934. /**
  94935. * Creates a new index buffer
  94936. * @param indices defines the content of the index buffer
  94937. * @param updatable defines if the index buffer must be updatable
  94938. * @returns a new webGL buffer
  94939. */
  94940. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  94941. /**
  94942. * Bind a webGL buffer to the webGL context
  94943. * @param buffer defines the buffer to bind
  94944. */
  94945. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  94946. /**
  94947. * Bind an uniform buffer to the current webGL context
  94948. * @param buffer defines the buffer to bind
  94949. */
  94950. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  94951. /**
  94952. * Bind a buffer to the current webGL context at a given location
  94953. * @param buffer defines the buffer to bind
  94954. * @param location defines the index where to bind the buffer
  94955. */
  94956. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  94957. /**
  94958. * Bind a specific block at a given index in a specific shader program
  94959. * @param pipelineContext defines the pipeline context to use
  94960. * @param blockName defines the block name
  94961. * @param index defines the index where to bind the block
  94962. */
  94963. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  94964. private bindIndexBuffer;
  94965. private bindBuffer;
  94966. /**
  94967. * update the bound buffer with the given data
  94968. * @param data defines the data to update
  94969. */
  94970. updateArrayBuffer(data: Float32Array): void;
  94971. private _vertexAttribPointer;
  94972. private _bindIndexBufferWithCache;
  94973. private _bindVertexBuffersAttributes;
  94974. /**
  94975. * Records a vertex array object
  94976. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94977. * @param vertexBuffers defines the list of vertex buffers to store
  94978. * @param indexBuffer defines the index buffer to store
  94979. * @param effect defines the effect to store
  94980. * @returns the new vertex array object
  94981. */
  94982. recordVertexArrayObject(vertexBuffers: {
  94983. [key: string]: VertexBuffer;
  94984. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  94985. /**
  94986. * Bind a specific vertex array object
  94987. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94988. * @param vertexArrayObject defines the vertex array object to bind
  94989. * @param indexBuffer defines the index buffer to bind
  94990. */
  94991. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  94992. /**
  94993. * Bind webGl buffers directly to the webGL context
  94994. * @param vertexBuffer defines the vertex buffer to bind
  94995. * @param indexBuffer defines the index buffer to bind
  94996. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  94997. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  94998. * @param effect defines the effect associated with the vertex buffer
  94999. */
  95000. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  95001. private _unbindVertexArrayObject;
  95002. /**
  95003. * Bind a list of vertex buffers to the webGL context
  95004. * @param vertexBuffers defines the list of vertex buffers to bind
  95005. * @param indexBuffer defines the index buffer to bind
  95006. * @param effect defines the effect associated with the vertex buffers
  95007. */
  95008. bindBuffers(vertexBuffers: {
  95009. [key: string]: Nullable<VertexBuffer>;
  95010. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  95011. /**
  95012. * Unbind all instance attributes
  95013. */
  95014. unbindInstanceAttributes(): void;
  95015. /**
  95016. * Release and free the memory of a vertex array object
  95017. * @param vao defines the vertex array object to delete
  95018. */
  95019. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  95020. /** @hidden */
  95021. _releaseBuffer(buffer: DataBuffer): boolean;
  95022. /**
  95023. * Creates a webGL buffer to use with instanciation
  95024. * @param capacity defines the size of the buffer
  95025. * @returns the webGL buffer
  95026. */
  95027. createInstancesBuffer(capacity: number): DataBuffer;
  95028. /**
  95029. * Delete a webGL buffer used with instanciation
  95030. * @param buffer defines the webGL buffer to delete
  95031. */
  95032. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  95033. /**
  95034. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  95035. * @param instancesBuffer defines the webGL buffer to update and bind
  95036. * @param data defines the data to store in the buffer
  95037. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  95038. */
  95039. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  95040. /**
  95041. * Apply all cached states (depth, culling, stencil and alpha)
  95042. */
  95043. applyStates(): void;
  95044. /**
  95045. * Send a draw order
  95046. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95047. * @param indexStart defines the starting index
  95048. * @param indexCount defines the number of index to draw
  95049. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95050. */
  95051. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  95052. /**
  95053. * Draw a list of points
  95054. * @param verticesStart defines the index of first vertex to draw
  95055. * @param verticesCount defines the count of vertices to draw
  95056. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95057. */
  95058. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95059. /**
  95060. * Draw a list of unindexed primitives
  95061. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95062. * @param verticesStart defines the index of first vertex to draw
  95063. * @param verticesCount defines the count of vertices to draw
  95064. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95065. */
  95066. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95067. /**
  95068. * Draw a list of indexed primitives
  95069. * @param fillMode defines the primitive to use
  95070. * @param indexStart defines the starting index
  95071. * @param indexCount defines the number of index to draw
  95072. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95073. */
  95074. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  95075. /**
  95076. * Draw a list of unindexed primitives
  95077. * @param fillMode defines the primitive to use
  95078. * @param verticesStart defines the index of first vertex to draw
  95079. * @param verticesCount defines the count of vertices to draw
  95080. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95081. */
  95082. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95083. private _drawMode;
  95084. /** @hidden */
  95085. _releaseEffect(effect: Effect): void;
  95086. /** @hidden */
  95087. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  95088. /**
  95089. * Create a new effect (used to store vertex/fragment shaders)
  95090. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  95091. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  95092. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  95093. * @param samplers defines an array of string used to represent textures
  95094. * @param defines defines the string containing the defines to use to compile the shaders
  95095. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  95096. * @param onCompiled defines a function to call when the effect creation is successful
  95097. * @param onError defines a function to call when the effect creation has failed
  95098. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  95099. * @returns the new Effect
  95100. */
  95101. 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;
  95102. private _compileShader;
  95103. private _compileRawShader;
  95104. /**
  95105. * Directly creates a webGL program
  95106. * @param pipelineContext defines the pipeline context to attach to
  95107. * @param vertexCode defines the vertex shader code to use
  95108. * @param fragmentCode defines the fragment shader code to use
  95109. * @param context defines the webGL context to use (if not set, the current one will be used)
  95110. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95111. * @returns the new webGL program
  95112. */
  95113. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95114. /**
  95115. * Creates a webGL program
  95116. * @param pipelineContext defines the pipeline context to attach to
  95117. * @param vertexCode defines the vertex shader code to use
  95118. * @param fragmentCode defines the fragment shader code to use
  95119. * @param defines defines the string containing the defines to use to compile the shaders
  95120. * @param context defines the webGL context to use (if not set, the current one will be used)
  95121. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95122. * @returns the new webGL program
  95123. */
  95124. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95125. /**
  95126. * Creates a new pipeline context
  95127. * @returns the new pipeline
  95128. */
  95129. createPipelineContext(): WebGLPipelineContext;
  95130. private _createShaderProgram;
  95131. private _finalizePipelineContext;
  95132. /** @hidden */
  95133. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  95134. /** @hidden */
  95135. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  95136. /** @hidden */
  95137. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  95138. /**
  95139. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  95140. * @param pipelineContext defines the pipeline context to use
  95141. * @param uniformsNames defines the list of uniform names
  95142. * @returns an array of webGL uniform locations
  95143. */
  95144. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  95145. /**
  95146. * Gets the lsit of active attributes for a given webGL program
  95147. * @param pipelineContext defines the pipeline context to use
  95148. * @param attributesNames defines the list of attribute names to get
  95149. * @returns an array of indices indicating the offset of each attribute
  95150. */
  95151. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  95152. /**
  95153. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  95154. * @param effect defines the effect to activate
  95155. */
  95156. enableEffect(effect: Nullable<Effect>): void;
  95157. /**
  95158. * Set the value of an uniform to an array of int32
  95159. * @param uniform defines the webGL uniform location where to store the value
  95160. * @param array defines the array of int32 to store
  95161. */
  95162. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95163. /**
  95164. * Set the value of an uniform to an array of int32 (stored as vec2)
  95165. * @param uniform defines the webGL uniform location where to store the value
  95166. * @param array defines the array of int32 to store
  95167. */
  95168. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95169. /**
  95170. * Set the value of an uniform to an array of int32 (stored as vec3)
  95171. * @param uniform defines the webGL uniform location where to store the value
  95172. * @param array defines the array of int32 to store
  95173. */
  95174. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95175. /**
  95176. * Set the value of an uniform to an array of int32 (stored as vec4)
  95177. * @param uniform defines the webGL uniform location where to store the value
  95178. * @param array defines the array of int32 to store
  95179. */
  95180. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95181. /**
  95182. * Set the value of an uniform to an array of float32
  95183. * @param uniform defines the webGL uniform location where to store the value
  95184. * @param array defines the array of float32 to store
  95185. */
  95186. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95187. /**
  95188. * Set the value of an uniform to an array of float32 (stored as vec2)
  95189. * @param uniform defines the webGL uniform location where to store the value
  95190. * @param array defines the array of float32 to store
  95191. */
  95192. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95193. /**
  95194. * Set the value of an uniform to an array of float32 (stored as vec3)
  95195. * @param uniform defines the webGL uniform location where to store the value
  95196. * @param array defines the array of float32 to store
  95197. */
  95198. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95199. /**
  95200. * Set the value of an uniform to an array of float32 (stored as vec4)
  95201. * @param uniform defines the webGL uniform location where to store the value
  95202. * @param array defines the array of float32 to store
  95203. */
  95204. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95205. /**
  95206. * Set the value of an uniform to an array of number
  95207. * @param uniform defines the webGL uniform location where to store the value
  95208. * @param array defines the array of number to store
  95209. */
  95210. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95211. /**
  95212. * Set the value of an uniform to an array of number (stored as vec2)
  95213. * @param uniform defines the webGL uniform location where to store the value
  95214. * @param array defines the array of number to store
  95215. */
  95216. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95217. /**
  95218. * Set the value of an uniform to an array of number (stored as vec3)
  95219. * @param uniform defines the webGL uniform location where to store the value
  95220. * @param array defines the array of number to store
  95221. */
  95222. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95223. /**
  95224. * Set the value of an uniform to an array of number (stored as vec4)
  95225. * @param uniform defines the webGL uniform location where to store the value
  95226. * @param array defines the array of number to store
  95227. */
  95228. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95229. /**
  95230. * Set the value of an uniform to an array of float32 (stored as matrices)
  95231. * @param uniform defines the webGL uniform location where to store the value
  95232. * @param matrices defines the array of float32 to store
  95233. */
  95234. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  95235. /**
  95236. * Set the value of an uniform to a matrix (3x3)
  95237. * @param uniform defines the webGL uniform location where to store the value
  95238. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  95239. */
  95240. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95241. /**
  95242. * Set the value of an uniform to a matrix (2x2)
  95243. * @param uniform defines the webGL uniform location where to store the value
  95244. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  95245. */
  95246. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95247. /**
  95248. * Set the value of an uniform to a number (int)
  95249. * @param uniform defines the webGL uniform location where to store the value
  95250. * @param value defines the int number to store
  95251. */
  95252. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95253. /**
  95254. * Set the value of an uniform to a number (float)
  95255. * @param uniform defines the webGL uniform location where to store the value
  95256. * @param value defines the float number to store
  95257. */
  95258. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95259. /**
  95260. * Set the value of an uniform to a vec2
  95261. * @param uniform defines the webGL uniform location where to store the value
  95262. * @param x defines the 1st component of the value
  95263. * @param y defines the 2nd component of the value
  95264. */
  95265. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  95266. /**
  95267. * Set the value of an uniform to a vec3
  95268. * @param uniform defines the webGL uniform location where to store the value
  95269. * @param x defines the 1st component of the value
  95270. * @param y defines the 2nd component of the value
  95271. * @param z defines the 3rd component of the value
  95272. */
  95273. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  95274. /**
  95275. * Set the value of an uniform to a boolean
  95276. * @param uniform defines the webGL uniform location where to store the value
  95277. * @param bool defines the boolean to store
  95278. */
  95279. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  95280. /**
  95281. * Set the value of an uniform to a vec4
  95282. * @param uniform defines the webGL uniform location where to store the value
  95283. * @param x defines the 1st component of the value
  95284. * @param y defines the 2nd component of the value
  95285. * @param z defines the 3rd component of the value
  95286. * @param w defines the 4th component of the value
  95287. */
  95288. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  95289. /**
  95290. * Sets a Color4 on a uniform variable
  95291. * @param uniform defines the uniform location
  95292. * @param color4 defines the value to be set
  95293. */
  95294. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  95295. /**
  95296. * Set various states to the webGL context
  95297. * @param culling defines backface culling state
  95298. * @param zOffset defines the value to apply to zOffset (0 by default)
  95299. * @param force defines if states must be applied even if cache is up to date
  95300. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  95301. */
  95302. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  95303. /**
  95304. * Set the z offset to apply to current rendering
  95305. * @param value defines the offset to apply
  95306. */
  95307. setZOffset(value: number): void;
  95308. /**
  95309. * Gets the current value of the zOffset
  95310. * @returns the current zOffset state
  95311. */
  95312. getZOffset(): number;
  95313. /**
  95314. * Enable or disable depth buffering
  95315. * @param enable defines the state to set
  95316. */
  95317. setDepthBuffer(enable: boolean): void;
  95318. /**
  95319. * Gets a boolean indicating if depth writing is enabled
  95320. * @returns the current depth writing state
  95321. */
  95322. getDepthWrite(): boolean;
  95323. /**
  95324. * Enable or disable depth writing
  95325. * @param enable defines the state to set
  95326. */
  95327. setDepthWrite(enable: boolean): void;
  95328. /**
  95329. * Enable or disable color writing
  95330. * @param enable defines the state to set
  95331. */
  95332. setColorWrite(enable: boolean): void;
  95333. /**
  95334. * Gets a boolean indicating if color writing is enabled
  95335. * @returns the current color writing state
  95336. */
  95337. getColorWrite(): boolean;
  95338. /**
  95339. * Sets alpha constants used by some alpha blending modes
  95340. * @param r defines the red component
  95341. * @param g defines the green component
  95342. * @param b defines the blue component
  95343. * @param a defines the alpha component
  95344. */
  95345. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  95346. /**
  95347. * Sets the current alpha mode
  95348. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  95349. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  95350. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95351. */
  95352. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  95353. /**
  95354. * Gets the current alpha mode
  95355. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95356. * @returns the current alpha mode
  95357. */
  95358. getAlphaMode(): number;
  95359. /**
  95360. * Clears the list of texture accessible through engine.
  95361. * This can help preventing texture load conflict due to name collision.
  95362. */
  95363. clearInternalTexturesCache(): void;
  95364. /**
  95365. * Force the entire cache to be cleared
  95366. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  95367. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  95368. */
  95369. wipeCaches(bruteForce?: boolean): void;
  95370. /**
  95371. * Set the compressed texture format to use, based on the formats you have, and the formats
  95372. * supported by the hardware / browser.
  95373. *
  95374. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  95375. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  95376. * to API arguments needed to compressed textures. This puts the burden on the container
  95377. * generator to house the arcane code for determining these for current & future formats.
  95378. *
  95379. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  95380. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  95381. *
  95382. * Note: The result of this call is not taken into account when a texture is base64.
  95383. *
  95384. * @param formatsAvailable defines the list of those format families you have created
  95385. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  95386. *
  95387. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  95388. * @returns The extension selected.
  95389. */
  95390. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  95391. /** @hidden */
  95392. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  95393. min: number;
  95394. mag: number;
  95395. };
  95396. /** @hidden */
  95397. _createTexture(): WebGLTexture;
  95398. /**
  95399. * Usually called from Texture.ts.
  95400. * Passed information to create a WebGLTexture
  95401. * @param urlArg defines a value which contains one of the following:
  95402. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  95403. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  95404. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  95405. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  95406. * @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)
  95407. * @param scene needed for loading to the correct scene
  95408. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  95409. * @param onLoad optional callback to be called upon successful completion
  95410. * @param onError optional callback to be called upon failure
  95411. * @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
  95412. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  95413. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  95414. * @param forcedExtension defines the extension to use to pick the right loader
  95415. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  95416. * @returns a InternalTexture for assignment back into BABYLON.Texture
  95417. */
  95418. 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;
  95419. /**
  95420. * @hidden
  95421. * Rescales a texture
  95422. * @param source input texutre
  95423. * @param destination destination texture
  95424. * @param scene scene to use to render the resize
  95425. * @param internalFormat format to use when resizing
  95426. * @param onComplete callback to be called when resize has completed
  95427. */
  95428. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  95429. private _unpackFlipYCached;
  95430. /**
  95431. * In case you are sharing the context with other applications, it might
  95432. * be interested to not cache the unpack flip y state to ensure a consistent
  95433. * value would be set.
  95434. */
  95435. enableUnpackFlipYCached: boolean;
  95436. /** @hidden */
  95437. _unpackFlipY(value: boolean): void;
  95438. /** @hidden */
  95439. _getUnpackAlignement(): number;
  95440. /**
  95441. * Creates a dynamic texture
  95442. * @param width defines the width of the texture
  95443. * @param height defines the height of the texture
  95444. * @param generateMipMaps defines if the engine should generate the mip levels
  95445. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  95446. * @returns the dynamic texture inside an InternalTexture
  95447. */
  95448. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  95449. /**
  95450. * Update the sampling mode of a given texture
  95451. * @param samplingMode defines the required sampling mode
  95452. * @param texture defines the texture to update
  95453. */
  95454. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  95455. /**
  95456. * Update the content of a dynamic texture
  95457. * @param texture defines the texture to update
  95458. * @param canvas defines the canvas containing the source
  95459. * @param invertY defines if data must be stored with Y axis inverted
  95460. * @param premulAlpha defines if alpha is stored as premultiplied
  95461. * @param format defines the format of the data
  95462. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  95463. */
  95464. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  95465. /**
  95466. * Update a video texture
  95467. * @param texture defines the texture to update
  95468. * @param video defines the video element to use
  95469. * @param invertY defines if data must be stored with Y axis inverted
  95470. */
  95471. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  95472. /**
  95473. * Updates a depth texture Comparison Mode and Function.
  95474. * If the comparison Function is equal to 0, the mode will be set to none.
  95475. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  95476. * @param texture The texture to set the comparison function for
  95477. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  95478. */
  95479. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  95480. /** @hidden */
  95481. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  95482. width: number;
  95483. height: number;
  95484. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  95485. /**
  95486. * Creates a depth stencil texture.
  95487. * This is only available in WebGL 2 or with the depth texture extension available.
  95488. * @param size The size of face edge in the texture.
  95489. * @param options The options defining the texture.
  95490. * @returns The texture
  95491. */
  95492. createDepthStencilTexture(size: number | {
  95493. width: number;
  95494. height: number;
  95495. }, options: DepthTextureCreationOptions): InternalTexture;
  95496. /**
  95497. * Creates a depth stencil texture.
  95498. * This is only available in WebGL 2 or with the depth texture extension available.
  95499. * @param size The size of face edge in the texture.
  95500. * @param options The options defining the texture.
  95501. * @returns The texture
  95502. */
  95503. private _createDepthStencilTexture;
  95504. /**
  95505. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  95506. * @param renderTarget The render target to set the frame buffer for
  95507. */
  95508. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  95509. /**
  95510. * Creates a new render target texture
  95511. * @param size defines the size of the texture
  95512. * @param options defines the options used to create the texture
  95513. * @returns a new render target texture stored in an InternalTexture
  95514. */
  95515. createRenderTargetTexture(size: number | {
  95516. width: number;
  95517. height: number;
  95518. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  95519. /** @hidden */
  95520. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  95521. /**
  95522. * Updates the sample count of a render target texture
  95523. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  95524. * @param texture defines the texture to update
  95525. * @param samples defines the sample count to set
  95526. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  95527. */
  95528. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  95529. /** @hidden */
  95530. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95531. /** @hidden */
  95532. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  95533. /** @hidden */
  95534. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95535. /** @hidden */
  95536. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  95537. /**
  95538. * @hidden
  95539. */
  95540. _setCubeMapTextureParams(loadMipmap: boolean): void;
  95541. private _prepareWebGLTextureContinuation;
  95542. private _prepareWebGLTexture;
  95543. /** @hidden */
  95544. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  95545. /** @hidden */
  95546. _releaseFramebufferObjects(texture: InternalTexture): void;
  95547. /** @hidden */
  95548. _releaseTexture(texture: InternalTexture): void;
  95549. private setProgram;
  95550. private _boundUniforms;
  95551. /**
  95552. * Binds an effect to the webGL context
  95553. * @param effect defines the effect to bind
  95554. */
  95555. bindSamplers(effect: Effect): void;
  95556. private _activateCurrentTexture;
  95557. /** @hidden */
  95558. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  95559. /** @hidden */
  95560. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  95561. /**
  95562. * Sets a texture to the webGL context from a postprocess
  95563. * @param channel defines the channel to use
  95564. * @param postProcess defines the source postprocess
  95565. */
  95566. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  95567. /**
  95568. * Binds the output of the passed in post process to the texture channel specified
  95569. * @param channel The channel the texture should be bound to
  95570. * @param postProcess The post process which's output should be bound
  95571. */
  95572. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  95573. /**
  95574. * Unbind all textures from the webGL context
  95575. */
  95576. unbindAllTextures(): void;
  95577. /**
  95578. * Sets a texture to the according uniform.
  95579. * @param channel The texture channel
  95580. * @param uniform The uniform to set
  95581. * @param texture The texture to apply
  95582. */
  95583. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  95584. /**
  95585. * Sets a depth stencil texture from a render target to the according uniform.
  95586. * @param channel The texture channel
  95587. * @param uniform The uniform to set
  95588. * @param texture The render target texture containing the depth stencil texture to apply
  95589. */
  95590. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  95591. private _bindSamplerUniformToChannel;
  95592. private _getTextureWrapMode;
  95593. private _setTexture;
  95594. /**
  95595. * Sets an array of texture to the webGL context
  95596. * @param channel defines the channel where the texture array must be set
  95597. * @param uniform defines the associated uniform location
  95598. * @param textures defines the array of textures to bind
  95599. */
  95600. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  95601. /** @hidden */
  95602. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  95603. private _setTextureParameterFloat;
  95604. private _setTextureParameterInteger;
  95605. /**
  95606. * Reads pixels from the current frame buffer. Please note that this function can be slow
  95607. * @param x defines the x coordinate of the rectangle where pixels must be read
  95608. * @param y defines the y coordinate of the rectangle where pixels must be read
  95609. * @param width defines the width of the rectangle where pixels must be read
  95610. * @param height defines the height of the rectangle where pixels must be read
  95611. * @returns a Uint8Array containing RGBA colors
  95612. */
  95613. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  95614. /**
  95615. * Add an externaly attached data from its key.
  95616. * This method call will fail and return false, if such key already exists.
  95617. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  95618. * @param key the unique key that identifies the data
  95619. * @param data the data object to associate to the key for this Engine instance
  95620. * @return true if no such key were already present and the data was added successfully, false otherwise
  95621. */
  95622. addExternalData<T>(key: string, data: T): boolean;
  95623. /**
  95624. * Get an externaly attached data from its key
  95625. * @param key the unique key that identifies the data
  95626. * @return the associated data, if present (can be null), or undefined if not present
  95627. */
  95628. getExternalData<T>(key: string): T;
  95629. /**
  95630. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95631. * @param key the unique key that identifies the data
  95632. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95633. * @return the associated data, can be null if the factory returned null.
  95634. */
  95635. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95636. /**
  95637. * Remove an externaly attached data from the Engine instance
  95638. * @param key the unique key that identifies the data
  95639. * @return true if the data was successfully removed, false if it doesn't exist
  95640. */
  95641. removeExternalData(key: string): boolean;
  95642. /**
  95643. * Unbind all vertex attributes from the webGL context
  95644. */
  95645. unbindAllAttributes(): void;
  95646. /**
  95647. * 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
  95648. */
  95649. releaseEffects(): void;
  95650. /**
  95651. * Dispose and release all associated resources
  95652. */
  95653. dispose(): void;
  95654. /**
  95655. * Display the loading screen
  95656. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95657. */
  95658. displayLoadingUI(): void;
  95659. /**
  95660. * Hide the loading screen
  95661. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95662. */
  95663. hideLoadingUI(): void;
  95664. /**
  95665. * Gets the current loading screen object
  95666. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95667. */
  95668. /**
  95669. * Sets the current loading screen object
  95670. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95671. */
  95672. loadingScreen: ILoadingScreen;
  95673. /**
  95674. * Sets the current loading screen text
  95675. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95676. */
  95677. loadingUIText: string;
  95678. /**
  95679. * Sets the current loading screen background color
  95680. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95681. */
  95682. loadingUIBackgroundColor: string;
  95683. /**
  95684. * Attach a new callback raised when context lost event is fired
  95685. * @param callback defines the callback to call
  95686. */
  95687. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95688. /**
  95689. * Attach a new callback raised when context restored event is fired
  95690. * @param callback defines the callback to call
  95691. */
  95692. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95693. /**
  95694. * Gets the source code of the vertex shader associated with a specific webGL program
  95695. * @param program defines the program to use
  95696. * @returns a string containing the source code of the vertex shader associated with the program
  95697. */
  95698. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  95699. /**
  95700. * Gets the source code of the fragment shader associated with a specific webGL program
  95701. * @param program defines the program to use
  95702. * @returns a string containing the source code of the fragment shader associated with the program
  95703. */
  95704. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  95705. /**
  95706. * Get the current error code of the webGL context
  95707. * @returns the error code
  95708. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  95709. */
  95710. getError(): number;
  95711. /**
  95712. * Gets the current framerate
  95713. * @returns a number representing the framerate
  95714. */
  95715. getFps(): number;
  95716. /**
  95717. * Gets the time spent between current and previous frame
  95718. * @returns a number representing the delta time in ms
  95719. */
  95720. getDeltaTime(): number;
  95721. private _measureFps;
  95722. /** @hidden */
  95723. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  95724. private _canRenderToFloatFramebuffer;
  95725. private _canRenderToHalfFloatFramebuffer;
  95726. private _canRenderToFramebuffer;
  95727. /** @hidden */
  95728. _getWebGLTextureType(type: number): number;
  95729. /** @hidden */
  95730. _getInternalFormat(format: number): number;
  95731. /** @hidden */
  95732. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  95733. /** @hidden */
  95734. _getRGBAMultiSampleBufferFormat(type: number): number;
  95735. /** @hidden */
  95736. _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;
  95737. /** @hidden */
  95738. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  95739. /**
  95740. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  95741. * @returns true if the engine can be created
  95742. * @ignorenaming
  95743. */
  95744. static isSupported(): boolean;
  95745. /**
  95746. * Find the next highest power of two.
  95747. * @param x Number to start search from.
  95748. * @return Next highest power of two.
  95749. */
  95750. static CeilingPOT(x: number): number;
  95751. /**
  95752. * Find the next lowest power of two.
  95753. * @param x Number to start search from.
  95754. * @return Next lowest power of two.
  95755. */
  95756. static FloorPOT(x: number): number;
  95757. /**
  95758. * Find the nearest power of two.
  95759. * @param x Number to start search from.
  95760. * @return Next nearest power of two.
  95761. */
  95762. static NearestPOT(x: number): number;
  95763. /**
  95764. * Get the closest exponent of two
  95765. * @param value defines the value to approximate
  95766. * @param max defines the maximum value to return
  95767. * @param mode defines how to define the closest value
  95768. * @returns closest exponent of two of the given value
  95769. */
  95770. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  95771. /**
  95772. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  95773. * @param func - the function to be called
  95774. * @param requester - the object that will request the next frame. Falls back to window.
  95775. * @returns frame number
  95776. */
  95777. static QueueNewFrame(func: () => void, requester?: any): number;
  95778. /**
  95779. * Ask the browser to promote the current element to pointerlock mode
  95780. * @param element defines the DOM element to promote
  95781. */
  95782. static _RequestPointerlock(element: HTMLElement): void;
  95783. /**
  95784. * Asks the browser to exit pointerlock mode
  95785. */
  95786. static _ExitPointerlock(): void;
  95787. /**
  95788. * Ask the browser to promote the current element to fullscreen rendering mode
  95789. * @param element defines the DOM element to promote
  95790. */
  95791. static _RequestFullscreen(element: HTMLElement): void;
  95792. /**
  95793. * Asks the browser to exit fullscreen mode
  95794. */
  95795. static _ExitFullscreen(): void;
  95796. }
  95797. }
  95798. declare module BABYLON {
  95799. /**
  95800. * The engine store class is responsible to hold all the instances of Engine and Scene created
  95801. * during the life time of the application.
  95802. */
  95803. export class EngineStore {
  95804. /** Gets the list of created engines */
  95805. static Instances: Engine[];
  95806. /** @hidden */
  95807. static _LastCreatedScene: Nullable<Scene>;
  95808. /**
  95809. * Gets the latest created engine
  95810. */
  95811. static readonly LastCreatedEngine: Nullable<Engine>;
  95812. /**
  95813. * Gets the latest created scene
  95814. */
  95815. static readonly LastCreatedScene: Nullable<Scene>;
  95816. /**
  95817. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95818. * @ignorenaming
  95819. */
  95820. static UseFallbackTexture: boolean;
  95821. /**
  95822. * Texture content used if a texture cannot loaded
  95823. * @ignorenaming
  95824. */
  95825. static FallbackTexture: string;
  95826. }
  95827. }
  95828. declare module BABYLON {
  95829. /**
  95830. * Helper class that provides a small promise polyfill
  95831. */
  95832. export class PromisePolyfill {
  95833. /**
  95834. * Static function used to check if the polyfill is required
  95835. * If this is the case then the function will inject the polyfill to window.Promise
  95836. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  95837. */
  95838. static Apply(force?: boolean): void;
  95839. }
  95840. }
  95841. declare module BABYLON {
  95842. /**
  95843. * Interface for screenshot methods with describe argument called `size` as object with options
  95844. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  95845. */
  95846. export interface IScreenshotSize {
  95847. /**
  95848. * number in pixels for canvas height
  95849. */
  95850. height?: number;
  95851. /**
  95852. * multiplier allowing render at a higher or lower resolution
  95853. * If value is defined then height and width will be ignored and taken from camera
  95854. */
  95855. precision?: number;
  95856. /**
  95857. * number in pixels for canvas width
  95858. */
  95859. width?: number;
  95860. }
  95861. }
  95862. declare module BABYLON {
  95863. interface IColor4Like {
  95864. r: float;
  95865. g: float;
  95866. b: float;
  95867. a: float;
  95868. }
  95869. /**
  95870. * Class containing a set of static utilities functions
  95871. */
  95872. export class Tools {
  95873. /**
  95874. * Gets or sets the base URL to use to load assets
  95875. */
  95876. static BaseUrl: string;
  95877. /**
  95878. * Enable/Disable Custom HTTP Request Headers globally.
  95879. * default = false
  95880. * @see CustomRequestHeaders
  95881. */
  95882. static UseCustomRequestHeaders: boolean;
  95883. /**
  95884. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  95885. * i.e. when loading files, where the server/service expects an Authorization header
  95886. */
  95887. static CustomRequestHeaders: {
  95888. [key: string]: string;
  95889. };
  95890. /**
  95891. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  95892. */
  95893. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  95894. /**
  95895. * Default behaviour for cors in the application.
  95896. * It can be a string if the expected behavior is identical in the entire app.
  95897. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  95898. */
  95899. static CorsBehavior: string | ((url: string | string[]) => string);
  95900. /**
  95901. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95902. * @ignorenaming
  95903. */
  95904. static UseFallbackTexture: boolean;
  95905. /**
  95906. * Use this object to register external classes like custom textures or material
  95907. * to allow the laoders to instantiate them
  95908. */
  95909. static RegisteredExternalClasses: {
  95910. [key: string]: Object;
  95911. };
  95912. /**
  95913. * Texture content used if a texture cannot loaded
  95914. * @ignorenaming
  95915. */
  95916. static fallbackTexture: string;
  95917. /**
  95918. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  95919. * @param u defines the coordinate on X axis
  95920. * @param v defines the coordinate on Y axis
  95921. * @param width defines the width of the source data
  95922. * @param height defines the height of the source data
  95923. * @param pixels defines the source byte array
  95924. * @param color defines the output color
  95925. */
  95926. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  95927. /**
  95928. * Interpolates between a and b via alpha
  95929. * @param a The lower value (returned when alpha = 0)
  95930. * @param b The upper value (returned when alpha = 1)
  95931. * @param alpha The interpolation-factor
  95932. * @return The mixed value
  95933. */
  95934. static Mix(a: number, b: number, alpha: number): number;
  95935. /**
  95936. * Tries to instantiate a new object from a given class name
  95937. * @param className defines the class name to instantiate
  95938. * @returns the new object or null if the system was not able to do the instantiation
  95939. */
  95940. static Instantiate(className: string): any;
  95941. /**
  95942. * Provides a slice function that will work even on IE
  95943. * @param data defines the array to slice
  95944. * @param start defines the start of the data (optional)
  95945. * @param end defines the end of the data (optional)
  95946. * @returns the new sliced array
  95947. */
  95948. static Slice<T>(data: T, start?: number, end?: number): T;
  95949. /**
  95950. * Polyfill for setImmediate
  95951. * @param action defines the action to execute after the current execution block
  95952. */
  95953. static SetImmediate(action: () => void): void;
  95954. /**
  95955. * Function indicating if a number is an exponent of 2
  95956. * @param value defines the value to test
  95957. * @returns true if the value is an exponent of 2
  95958. */
  95959. static IsExponentOfTwo(value: number): boolean;
  95960. private static _tmpFloatArray;
  95961. /**
  95962. * Returns the nearest 32-bit single precision float representation of a Number
  95963. * @param value A Number. If the parameter is of a different type, it will get converted
  95964. * to a number or to NaN if it cannot be converted
  95965. * @returns number
  95966. */
  95967. static FloatRound(value: number): number;
  95968. /**
  95969. * Extracts the filename from a path
  95970. * @param path defines the path to use
  95971. * @returns the filename
  95972. */
  95973. static GetFilename(path: string): string;
  95974. /**
  95975. * Extracts the "folder" part of a path (everything before the filename).
  95976. * @param uri The URI to extract the info from
  95977. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  95978. * @returns The "folder" part of the path
  95979. */
  95980. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  95981. /**
  95982. * Extracts text content from a DOM element hierarchy
  95983. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  95984. */
  95985. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  95986. /**
  95987. * Convert an angle in radians to degrees
  95988. * @param angle defines the angle to convert
  95989. * @returns the angle in degrees
  95990. */
  95991. static ToDegrees(angle: number): number;
  95992. /**
  95993. * Convert an angle in degrees to radians
  95994. * @param angle defines the angle to convert
  95995. * @returns the angle in radians
  95996. */
  95997. static ToRadians(angle: number): number;
  95998. /**
  95999. * Encode a buffer to a base64 string
  96000. * @param buffer defines the buffer to encode
  96001. * @returns the encoded string
  96002. */
  96003. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  96004. /**
  96005. * Returns an array if obj is not an array
  96006. * @param obj defines the object to evaluate as an array
  96007. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  96008. * @returns either obj directly if obj is an array or a new array containing obj
  96009. */
  96010. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  96011. /**
  96012. * Gets the pointer prefix to use
  96013. * @returns "pointer" if touch is enabled. Else returns "mouse"
  96014. */
  96015. static GetPointerPrefix(): string;
  96016. /**
  96017. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  96018. * @param url define the url we are trying
  96019. * @param element define the dom element where to configure the cors policy
  96020. */
  96021. static SetCorsBehavior(url: string | string[], element: {
  96022. crossOrigin: string | null;
  96023. }): void;
  96024. /**
  96025. * Removes unwanted characters from an url
  96026. * @param url defines the url to clean
  96027. * @returns the cleaned url
  96028. */
  96029. static CleanUrl(url: string): string;
  96030. /**
  96031. * Gets or sets a function used to pre-process url before using them to load assets
  96032. */
  96033. static PreprocessUrl: (url: string) => string;
  96034. /**
  96035. * Loads an image as an HTMLImageElement.
  96036. * @param input url string, ArrayBuffer, or Blob to load
  96037. * @param onLoad callback called when the image successfully loads
  96038. * @param onError callback called when the image fails to load
  96039. * @param offlineProvider offline provider for caching
  96040. * @returns the HTMLImageElement of the loaded image
  96041. */
  96042. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  96043. /**
  96044. * Loads a file
  96045. * @param url url string, ArrayBuffer, or Blob to load
  96046. * @param onSuccess callback called when the file successfully loads
  96047. * @param onProgress callback called while file is loading (if the server supports this mode)
  96048. * @param offlineProvider defines the offline provider for caching
  96049. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  96050. * @param onError callback called when the file fails to load
  96051. * @returns a file request object
  96052. */
  96053. 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;
  96054. /**
  96055. * Loads a file from a url
  96056. * @param url the file url to load
  96057. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  96058. */
  96059. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  96060. /**
  96061. * Load a script (identified by an url). When the url returns, the
  96062. * content of this file is added into a new script element, attached to the DOM (body element)
  96063. * @param scriptUrl defines the url of the script to laod
  96064. * @param onSuccess defines the callback called when the script is loaded
  96065. * @param onError defines the callback to call if an error occurs
  96066. * @param scriptId defines the id of the script element
  96067. */
  96068. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  96069. /**
  96070. * Load an asynchronous script (identified by an url). When the url returns, the
  96071. * content of this file is added into a new script element, attached to the DOM (body element)
  96072. * @param scriptUrl defines the url of the script to laod
  96073. * @param scriptId defines the id of the script element
  96074. * @returns a promise request object
  96075. */
  96076. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  96077. /**
  96078. * Loads a file from a blob
  96079. * @param fileToLoad defines the blob to use
  96080. * @param callback defines the callback to call when data is loaded
  96081. * @param progressCallback defines the callback to call during loading process
  96082. * @returns a file request object
  96083. */
  96084. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  96085. /**
  96086. * Loads a file
  96087. * @param fileToLoad defines the file to load
  96088. * @param callback defines the callback to call when data is loaded
  96089. * @param progressCallBack defines the callback to call during loading process
  96090. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  96091. * @returns a file request object
  96092. */
  96093. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  96094. /**
  96095. * Creates a data url from a given string content
  96096. * @param content defines the content to convert
  96097. * @returns the new data url link
  96098. */
  96099. static FileAsURL(content: string): string;
  96100. /**
  96101. * Format the given number to a specific decimal format
  96102. * @param value defines the number to format
  96103. * @param decimals defines the number of decimals to use
  96104. * @returns the formatted string
  96105. */
  96106. static Format(value: number, decimals?: number): string;
  96107. /**
  96108. * Tries to copy an object by duplicating every property
  96109. * @param source defines the source object
  96110. * @param destination defines the target object
  96111. * @param doNotCopyList defines a list of properties to avoid
  96112. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  96113. */
  96114. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  96115. /**
  96116. * Gets a boolean indicating if the given object has no own property
  96117. * @param obj defines the object to test
  96118. * @returns true if object has no own property
  96119. */
  96120. static IsEmpty(obj: any): boolean;
  96121. /**
  96122. * Function used to register events at window level
  96123. * @param windowElement defines the Window object to use
  96124. * @param events defines the events to register
  96125. */
  96126. static RegisterTopRootEvents(windowElement: Window, events: {
  96127. name: string;
  96128. handler: Nullable<(e: FocusEvent) => any>;
  96129. }[]): void;
  96130. /**
  96131. * Function used to unregister events from window level
  96132. * @param windowElement defines the Window object to use
  96133. * @param events defines the events to unregister
  96134. */
  96135. static UnregisterTopRootEvents(windowElement: Window, events: {
  96136. name: string;
  96137. handler: Nullable<(e: FocusEvent) => any>;
  96138. }[]): void;
  96139. /**
  96140. * @ignore
  96141. */
  96142. static _ScreenshotCanvas: HTMLCanvasElement;
  96143. /**
  96144. * Dumps the current bound framebuffer
  96145. * @param width defines the rendering width
  96146. * @param height defines the rendering height
  96147. * @param engine defines the hosting engine
  96148. * @param successCallback defines the callback triggered once the data are available
  96149. * @param mimeType defines the mime type of the result
  96150. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  96151. */
  96152. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96153. /**
  96154. * Converts the canvas data to blob.
  96155. * This acts as a polyfill for browsers not supporting the to blob function.
  96156. * @param canvas Defines the canvas to extract the data from
  96157. * @param successCallback Defines the callback triggered once the data are available
  96158. * @param mimeType Defines the mime type of the result
  96159. */
  96160. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  96161. /**
  96162. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  96163. * @param successCallback defines the callback triggered once the data are available
  96164. * @param mimeType defines the mime type of the result
  96165. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  96166. */
  96167. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96168. /**
  96169. * Downloads a blob in the browser
  96170. * @param blob defines the blob to download
  96171. * @param fileName defines the name of the downloaded file
  96172. */
  96173. static Download(blob: Blob, fileName: string): void;
  96174. /**
  96175. * Captures a screenshot of the current rendering
  96176. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96177. * @param engine defines the rendering engine
  96178. * @param camera defines the source camera
  96179. * @param size This parameter can be set to a single number or to an object with the
  96180. * following (optional) properties: precision, width, height. If a single number is passed,
  96181. * it will be used for both width and height. If an object is passed, the screenshot size
  96182. * will be derived from the parameters. The precision property is a multiplier allowing
  96183. * rendering at a higher or lower resolution
  96184. * @param successCallback defines the callback receives a single parameter which contains the
  96185. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96186. * src parameter of an <img> to display it
  96187. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96188. * Check your browser for supported MIME types
  96189. */
  96190. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  96191. /**
  96192. * Captures a screenshot of the current rendering
  96193. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96194. * @param engine defines the rendering engine
  96195. * @param camera defines the source camera
  96196. * @param size This parameter can be set to a single number or to an object with the
  96197. * following (optional) properties: precision, width, height. If a single number is passed,
  96198. * it will be used for both width and height. If an object is passed, the screenshot size
  96199. * will be derived from the parameters. The precision property is a multiplier allowing
  96200. * rendering at a higher or lower resolution
  96201. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96202. * Check your browser for supported MIME types
  96203. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96204. * to the src parameter of an <img> to display it
  96205. */
  96206. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  96207. /**
  96208. * Generates an image screenshot from the specified camera.
  96209. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96210. * @param engine The engine to use for rendering
  96211. * @param camera The camera to use for rendering
  96212. * @param size This parameter can be set to a single number or to an object with the
  96213. * following (optional) properties: precision, width, height. If a single number is passed,
  96214. * it will be used for both width and height. If an object is passed, the screenshot size
  96215. * will be derived from the parameters. The precision property is a multiplier allowing
  96216. * rendering at a higher or lower resolution
  96217. * @param successCallback The callback receives a single parameter which contains the
  96218. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96219. * src parameter of an <img> to display it
  96220. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96221. * Check your browser for supported MIME types
  96222. * @param samples Texture samples (default: 1)
  96223. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96224. * @param fileName A name for for the downloaded file.
  96225. */
  96226. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  96227. /**
  96228. * Generates an image screenshot from the specified camera.
  96229. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96230. * @param engine The engine to use for rendering
  96231. * @param camera The camera to use for rendering
  96232. * @param size This parameter can be set to a single number or to an object with the
  96233. * following (optional) properties: precision, width, height. If a single number is passed,
  96234. * it will be used for both width and height. If an object is passed, the screenshot size
  96235. * will be derived from the parameters. The precision property is a multiplier allowing
  96236. * rendering at a higher or lower resolution
  96237. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96238. * Check your browser for supported MIME types
  96239. * @param samples Texture samples (default: 1)
  96240. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96241. * @param fileName A name for for the downloaded file.
  96242. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96243. * to the src parameter of an <img> to display it
  96244. */
  96245. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  96246. /**
  96247. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96248. * Be aware Math.random() could cause collisions, but:
  96249. * "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"
  96250. * @returns a pseudo random id
  96251. */
  96252. static RandomId(): string;
  96253. /**
  96254. * Test if the given uri is a base64 string
  96255. * @param uri The uri to test
  96256. * @return True if the uri is a base64 string or false otherwise
  96257. */
  96258. static IsBase64(uri: string): boolean;
  96259. /**
  96260. * Decode the given base64 uri.
  96261. * @param uri The uri to decode
  96262. * @return The decoded base64 data.
  96263. */
  96264. static DecodeBase64(uri: string): ArrayBuffer;
  96265. /**
  96266. * Gets the absolute url.
  96267. * @param url the input url
  96268. * @return the absolute url
  96269. */
  96270. static GetAbsoluteUrl(url: string): string;
  96271. /**
  96272. * No log
  96273. */
  96274. static readonly NoneLogLevel: number;
  96275. /**
  96276. * Only message logs
  96277. */
  96278. static readonly MessageLogLevel: number;
  96279. /**
  96280. * Only warning logs
  96281. */
  96282. static readonly WarningLogLevel: number;
  96283. /**
  96284. * Only error logs
  96285. */
  96286. static readonly ErrorLogLevel: number;
  96287. /**
  96288. * All logs
  96289. */
  96290. static readonly AllLogLevel: number;
  96291. /**
  96292. * Gets a value indicating the number of loading errors
  96293. * @ignorenaming
  96294. */
  96295. static readonly errorsCount: number;
  96296. /**
  96297. * Callback called when a new log is added
  96298. */
  96299. static OnNewCacheEntry: (entry: string) => void;
  96300. /**
  96301. * Log a message to the console
  96302. * @param message defines the message to log
  96303. */
  96304. static Log(message: string): void;
  96305. /**
  96306. * Write a warning message to the console
  96307. * @param message defines the message to log
  96308. */
  96309. static Warn(message: string): void;
  96310. /**
  96311. * Write an error message to the console
  96312. * @param message defines the message to log
  96313. */
  96314. static Error(message: string): void;
  96315. /**
  96316. * Gets current log cache (list of logs)
  96317. */
  96318. static readonly LogCache: string;
  96319. /**
  96320. * Clears the log cache
  96321. */
  96322. static ClearLogCache(): void;
  96323. /**
  96324. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  96325. */
  96326. static LogLevels: number;
  96327. /**
  96328. * Checks if the window object exists
  96329. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  96330. */
  96331. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  96332. /**
  96333. * No performance log
  96334. */
  96335. static readonly PerformanceNoneLogLevel: number;
  96336. /**
  96337. * Use user marks to log performance
  96338. */
  96339. static readonly PerformanceUserMarkLogLevel: number;
  96340. /**
  96341. * Log performance to the console
  96342. */
  96343. static readonly PerformanceConsoleLogLevel: number;
  96344. private static _performance;
  96345. /**
  96346. * Sets the current performance log level
  96347. */
  96348. static PerformanceLogLevel: number;
  96349. private static _StartPerformanceCounterDisabled;
  96350. private static _EndPerformanceCounterDisabled;
  96351. private static _StartUserMark;
  96352. private static _EndUserMark;
  96353. private static _StartPerformanceConsole;
  96354. private static _EndPerformanceConsole;
  96355. /**
  96356. * Starts a performance counter
  96357. */
  96358. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96359. /**
  96360. * Ends a specific performance coutner
  96361. */
  96362. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96363. /**
  96364. * Gets either window.performance.now() if supported or Date.now() else
  96365. */
  96366. static readonly Now: number;
  96367. /**
  96368. * This method will return the name of the class used to create the instance of the given object.
  96369. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  96370. * @param object the object to get the class name from
  96371. * @param isType defines if the object is actually a type
  96372. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  96373. */
  96374. static GetClassName(object: any, isType?: boolean): string;
  96375. /**
  96376. * Gets the first element of an array satisfying a given predicate
  96377. * @param array defines the array to browse
  96378. * @param predicate defines the predicate to use
  96379. * @returns null if not found or the element
  96380. */
  96381. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  96382. /**
  96383. * This method will return the name of the full name of the class, including its owning module (if any).
  96384. * 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).
  96385. * @param object the object to get the class name from
  96386. * @param isType defines if the object is actually a type
  96387. * @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.
  96388. * @ignorenaming
  96389. */
  96390. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  96391. /**
  96392. * Returns a promise that resolves after the given amount of time.
  96393. * @param delay Number of milliseconds to delay
  96394. * @returns Promise that resolves after the given amount of time
  96395. */
  96396. static DelayAsync(delay: number): Promise<void>;
  96397. }
  96398. /**
  96399. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  96400. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  96401. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  96402. * @param name The name of the class, case should be preserved
  96403. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  96404. */
  96405. export function className(name: string, module?: string): (target: Object) => void;
  96406. /**
  96407. * An implementation of a loop for asynchronous functions.
  96408. */
  96409. export class AsyncLoop {
  96410. /**
  96411. * Defines the number of iterations for the loop
  96412. */
  96413. iterations: number;
  96414. /**
  96415. * Defines the current index of the loop.
  96416. */
  96417. index: number;
  96418. private _done;
  96419. private _fn;
  96420. private _successCallback;
  96421. /**
  96422. * Constructor.
  96423. * @param iterations the number of iterations.
  96424. * @param func the function to run each iteration
  96425. * @param successCallback the callback that will be called upon succesful execution
  96426. * @param offset starting offset.
  96427. */
  96428. constructor(
  96429. /**
  96430. * Defines the number of iterations for the loop
  96431. */
  96432. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  96433. /**
  96434. * Execute the next iteration. Must be called after the last iteration was finished.
  96435. */
  96436. executeNext(): void;
  96437. /**
  96438. * Break the loop and run the success callback.
  96439. */
  96440. breakLoop(): void;
  96441. /**
  96442. * Create and run an async loop.
  96443. * @param iterations the number of iterations.
  96444. * @param fn the function to run each iteration
  96445. * @param successCallback the callback that will be called upon succesful execution
  96446. * @param offset starting offset.
  96447. * @returns the created async loop object
  96448. */
  96449. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  96450. /**
  96451. * A for-loop that will run a given number of iterations synchronous and the rest async.
  96452. * @param iterations total number of iterations
  96453. * @param syncedIterations number of synchronous iterations in each async iteration.
  96454. * @param fn the function to call each iteration.
  96455. * @param callback a success call back that will be called when iterating stops.
  96456. * @param breakFunction a break condition (optional)
  96457. * @param timeout timeout settings for the setTimeout function. default - 0.
  96458. * @returns the created async loop object
  96459. */
  96460. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  96461. }
  96462. }
  96463. declare module BABYLON {
  96464. /** @hidden */
  96465. export interface ICollisionCoordinator {
  96466. createCollider(): Collider;
  96467. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96468. init(scene: Scene): void;
  96469. }
  96470. /** @hidden */
  96471. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  96472. private _scene;
  96473. private _scaledPosition;
  96474. private _scaledVelocity;
  96475. private _finalPosition;
  96476. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96477. createCollider(): Collider;
  96478. init(scene: Scene): void;
  96479. private _collideWithWorld;
  96480. }
  96481. }
  96482. declare module BABYLON {
  96483. /**
  96484. * Class used to manage all inputs for the scene.
  96485. */
  96486. export class InputManager {
  96487. /** The distance in pixel that you have to move to prevent some events */
  96488. static DragMovementThreshold: number;
  96489. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  96490. static LongPressDelay: number;
  96491. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  96492. static DoubleClickDelay: number;
  96493. /** If you need to check double click without raising a single click at first click, enable this flag */
  96494. static ExclusiveDoubleClickMode: boolean;
  96495. private _wheelEventName;
  96496. private _onPointerMove;
  96497. private _onPointerDown;
  96498. private _onPointerUp;
  96499. private _initClickEvent;
  96500. private _initActionManager;
  96501. private _delayedSimpleClick;
  96502. private _delayedSimpleClickTimeout;
  96503. private _previousDelayedSimpleClickTimeout;
  96504. private _meshPickProceed;
  96505. private _previousButtonPressed;
  96506. private _currentPickResult;
  96507. private _previousPickResult;
  96508. private _totalPointersPressed;
  96509. private _doubleClickOccured;
  96510. private _pointerOverMesh;
  96511. private _pickedDownMesh;
  96512. private _pickedUpMesh;
  96513. private _pointerX;
  96514. private _pointerY;
  96515. private _unTranslatedPointerX;
  96516. private _unTranslatedPointerY;
  96517. private _startingPointerPosition;
  96518. private _previousStartingPointerPosition;
  96519. private _startingPointerTime;
  96520. private _previousStartingPointerTime;
  96521. private _pointerCaptures;
  96522. private _onKeyDown;
  96523. private _onKeyUp;
  96524. private _onCanvasFocusObserver;
  96525. private _onCanvasBlurObserver;
  96526. private _scene;
  96527. /**
  96528. * Creates a new InputManager
  96529. * @param scene defines the hosting scene
  96530. */
  96531. constructor(scene: Scene);
  96532. /**
  96533. * Gets the mesh that is currently under the pointer
  96534. */
  96535. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96536. /**
  96537. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  96538. */
  96539. readonly unTranslatedPointer: Vector2;
  96540. /**
  96541. * Gets or sets the current on-screen X position of the pointer
  96542. */
  96543. pointerX: number;
  96544. /**
  96545. * Gets or sets the current on-screen Y position of the pointer
  96546. */
  96547. pointerY: number;
  96548. private _updatePointerPosition;
  96549. private _processPointerMove;
  96550. private _setRayOnPointerInfo;
  96551. private _checkPrePointerObservable;
  96552. /**
  96553. * Use this method to simulate a pointer move on a mesh
  96554. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96555. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96556. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96557. */
  96558. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96559. /**
  96560. * Use this method to simulate a pointer down on a mesh
  96561. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96562. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96563. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96564. */
  96565. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96566. private _processPointerDown;
  96567. /** @hidden */
  96568. _isPointerSwiping(): boolean;
  96569. /**
  96570. * Use this method to simulate a pointer up on a mesh
  96571. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96572. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96573. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96574. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96575. */
  96576. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  96577. private _processPointerUp;
  96578. /**
  96579. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96580. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96581. * @returns true if the pointer was captured
  96582. */
  96583. isPointerCaptured(pointerId?: number): boolean;
  96584. /**
  96585. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96586. * @param attachUp defines if you want to attach events to pointerup
  96587. * @param attachDown defines if you want to attach events to pointerdown
  96588. * @param attachMove defines if you want to attach events to pointermove
  96589. */
  96590. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96591. /**
  96592. * Detaches all event handlers
  96593. */
  96594. detachControl(): void;
  96595. /**
  96596. * Force the value of meshUnderPointer
  96597. * @param mesh defines the mesh to use
  96598. */
  96599. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  96600. /**
  96601. * Gets the mesh under the pointer
  96602. * @returns a Mesh or null if no mesh is under the pointer
  96603. */
  96604. getPointerOverMesh(): Nullable<AbstractMesh>;
  96605. }
  96606. }
  96607. declare module BABYLON {
  96608. /**
  96609. * Helper class used to generate session unique ID
  96610. */
  96611. export class UniqueIdGenerator {
  96612. private static _UniqueIdCounter;
  96613. /**
  96614. * Gets an unique (relatively to the current scene) Id
  96615. */
  96616. static readonly UniqueId: number;
  96617. }
  96618. }
  96619. declare module BABYLON {
  96620. /**
  96621. * This class defines the direct association between an animation and a target
  96622. */
  96623. export class TargetedAnimation {
  96624. /**
  96625. * Animation to perform
  96626. */
  96627. animation: Animation;
  96628. /**
  96629. * Target to animate
  96630. */
  96631. target: any;
  96632. /**
  96633. * Serialize the object
  96634. * @returns the JSON object representing the current entity
  96635. */
  96636. serialize(): any;
  96637. }
  96638. /**
  96639. * Use this class to create coordinated animations on multiple targets
  96640. */
  96641. export class AnimationGroup implements IDisposable {
  96642. /** The name of the animation group */
  96643. name: string;
  96644. private _scene;
  96645. private _targetedAnimations;
  96646. private _animatables;
  96647. private _from;
  96648. private _to;
  96649. private _isStarted;
  96650. private _isPaused;
  96651. private _speedRatio;
  96652. private _loopAnimation;
  96653. /**
  96654. * Gets or sets the unique id of the node
  96655. */
  96656. uniqueId: number;
  96657. /**
  96658. * This observable will notify when one animation have ended
  96659. */
  96660. onAnimationEndObservable: Observable<TargetedAnimation>;
  96661. /**
  96662. * Observer raised when one animation loops
  96663. */
  96664. onAnimationLoopObservable: Observable<TargetedAnimation>;
  96665. /**
  96666. * This observable will notify when all animations have ended.
  96667. */
  96668. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  96669. /**
  96670. * This observable will notify when all animations have paused.
  96671. */
  96672. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  96673. /**
  96674. * This observable will notify when all animations are playing.
  96675. */
  96676. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  96677. /**
  96678. * Gets the first frame
  96679. */
  96680. readonly from: number;
  96681. /**
  96682. * Gets the last frame
  96683. */
  96684. readonly to: number;
  96685. /**
  96686. * Define if the animations are started
  96687. */
  96688. readonly isStarted: boolean;
  96689. /**
  96690. * Gets a value indicating that the current group is playing
  96691. */
  96692. readonly isPlaying: boolean;
  96693. /**
  96694. * Gets or sets the speed ratio to use for all animations
  96695. */
  96696. /**
  96697. * Gets or sets the speed ratio to use for all animations
  96698. */
  96699. speedRatio: number;
  96700. /**
  96701. * Gets or sets if all animations should loop or not
  96702. */
  96703. loopAnimation: boolean;
  96704. /**
  96705. * Gets the targeted animations for this animation group
  96706. */
  96707. readonly targetedAnimations: Array<TargetedAnimation>;
  96708. /**
  96709. * returning the list of animatables controlled by this animation group.
  96710. */
  96711. readonly animatables: Array<Animatable>;
  96712. /**
  96713. * Instantiates a new Animation Group.
  96714. * This helps managing several animations at once.
  96715. * @see http://doc.babylonjs.com/how_to/group
  96716. * @param name Defines the name of the group
  96717. * @param scene Defines the scene the group belongs to
  96718. */
  96719. constructor(
  96720. /** The name of the animation group */
  96721. name: string, scene?: Nullable<Scene>);
  96722. /**
  96723. * Add an animation (with its target) in the group
  96724. * @param animation defines the animation we want to add
  96725. * @param target defines the target of the animation
  96726. * @returns the TargetedAnimation object
  96727. */
  96728. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  96729. /**
  96730. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  96731. * It can add constant keys at begin or end
  96732. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  96733. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  96734. * @returns the animation group
  96735. */
  96736. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  96737. /**
  96738. * Start all animations on given targets
  96739. * @param loop defines if animations must loop
  96740. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  96741. * @param from defines the from key (optional)
  96742. * @param to defines the to key (optional)
  96743. * @returns the current animation group
  96744. */
  96745. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  96746. /**
  96747. * Pause all animations
  96748. * @returns the animation group
  96749. */
  96750. pause(): AnimationGroup;
  96751. /**
  96752. * Play all animations to initial state
  96753. * This function will start() the animations if they were not started or will restart() them if they were paused
  96754. * @param loop defines if animations must loop
  96755. * @returns the animation group
  96756. */
  96757. play(loop?: boolean): AnimationGroup;
  96758. /**
  96759. * Reset all animations to initial state
  96760. * @returns the animation group
  96761. */
  96762. reset(): AnimationGroup;
  96763. /**
  96764. * Restart animations from key 0
  96765. * @returns the animation group
  96766. */
  96767. restart(): AnimationGroup;
  96768. /**
  96769. * Stop all animations
  96770. * @returns the animation group
  96771. */
  96772. stop(): AnimationGroup;
  96773. /**
  96774. * Set animation weight for all animatables
  96775. * @param weight defines the weight to use
  96776. * @return the animationGroup
  96777. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96778. */
  96779. setWeightForAllAnimatables(weight: number): AnimationGroup;
  96780. /**
  96781. * Synchronize and normalize all animatables with a source animatable
  96782. * @param root defines the root animatable to synchronize with
  96783. * @return the animationGroup
  96784. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96785. */
  96786. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  96787. /**
  96788. * Goes to a specific frame in this animation group
  96789. * @param frame the frame number to go to
  96790. * @return the animationGroup
  96791. */
  96792. goToFrame(frame: number): AnimationGroup;
  96793. /**
  96794. * Dispose all associated resources
  96795. */
  96796. dispose(): void;
  96797. private _checkAnimationGroupEnded;
  96798. /**
  96799. * Clone the current animation group and returns a copy
  96800. * @param newName defines the name of the new group
  96801. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  96802. * @returns the new aniamtion group
  96803. */
  96804. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  96805. /**
  96806. * Serializes the animationGroup to an object
  96807. * @returns Serialized object
  96808. */
  96809. serialize(): any;
  96810. /**
  96811. * Returns a new AnimationGroup object parsed from the source provided.
  96812. * @param parsedAnimationGroup defines the source
  96813. * @param scene defines the scene that will receive the animationGroup
  96814. * @returns a new AnimationGroup
  96815. */
  96816. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  96817. /**
  96818. * Returns the string "AnimationGroup"
  96819. * @returns "AnimationGroup"
  96820. */
  96821. getClassName(): string;
  96822. /**
  96823. * Creates a detailled string about the object
  96824. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  96825. * @returns a string representing the object
  96826. */
  96827. toString(fullDetails?: boolean): string;
  96828. }
  96829. }
  96830. declare module BABYLON {
  96831. /**
  96832. * Define an interface for all classes that will hold resources
  96833. */
  96834. export interface IDisposable {
  96835. /**
  96836. * Releases all held resources
  96837. */
  96838. dispose(): void;
  96839. }
  96840. /** Interface defining initialization parameters for Scene class */
  96841. export interface SceneOptions {
  96842. /**
  96843. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  96844. * It will improve performance when the number of geometries becomes important.
  96845. */
  96846. useGeometryUniqueIdsMap?: boolean;
  96847. /**
  96848. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  96849. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96850. */
  96851. useMaterialMeshMap?: boolean;
  96852. /**
  96853. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  96854. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96855. */
  96856. useClonedMeshhMap?: boolean;
  96857. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  96858. virtual?: boolean;
  96859. }
  96860. /**
  96861. * Represents a scene to be rendered by the engine.
  96862. * @see http://doc.babylonjs.com/features/scene
  96863. */
  96864. export class Scene extends AbstractScene implements IAnimatable {
  96865. /** The fog is deactivated */
  96866. static readonly FOGMODE_NONE: number;
  96867. /** The fog density is following an exponential function */
  96868. static readonly FOGMODE_EXP: number;
  96869. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  96870. static readonly FOGMODE_EXP2: number;
  96871. /** The fog density is following a linear function. */
  96872. static readonly FOGMODE_LINEAR: number;
  96873. /**
  96874. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  96875. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96876. */
  96877. static MinDeltaTime: number;
  96878. /**
  96879. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  96880. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96881. */
  96882. static MaxDeltaTime: number;
  96883. /**
  96884. * Factory used to create the default material.
  96885. * @param name The name of the material to create
  96886. * @param scene The scene to create the material for
  96887. * @returns The default material
  96888. */
  96889. static DefaultMaterialFactory(scene: Scene): Material;
  96890. /**
  96891. * Factory used to create the a collision coordinator.
  96892. * @returns The collision coordinator
  96893. */
  96894. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  96895. /** @hidden */
  96896. _inputManager: InputManager;
  96897. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  96898. cameraToUseForPointers: Nullable<Camera>;
  96899. /** @hidden */
  96900. readonly _isScene: boolean;
  96901. /**
  96902. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  96903. */
  96904. autoClear: boolean;
  96905. /**
  96906. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  96907. */
  96908. autoClearDepthAndStencil: boolean;
  96909. /**
  96910. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  96911. */
  96912. clearColor: Color4;
  96913. /**
  96914. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  96915. */
  96916. ambientColor: Color3;
  96917. /**
  96918. * This is use to store the default BRDF lookup for PBR materials in your scene.
  96919. * It should only be one of the following (if not the default embedded one):
  96920. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  96921. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  96922. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  96923. * The material properties need to be setup according to the type of texture in use.
  96924. */
  96925. environmentBRDFTexture: BaseTexture;
  96926. /** @hidden */
  96927. protected _environmentTexture: Nullable<BaseTexture>;
  96928. /**
  96929. * Texture used in all pbr material as the reflection texture.
  96930. * As in the majority of the scene they are the same (exception for multi room and so on),
  96931. * this is easier to reference from here than from all the materials.
  96932. */
  96933. /**
  96934. * Texture used in all pbr material as the reflection texture.
  96935. * As in the majority of the scene they are the same (exception for multi room and so on),
  96936. * this is easier to set here than in all the materials.
  96937. */
  96938. environmentTexture: Nullable<BaseTexture>;
  96939. /** @hidden */
  96940. protected _environmentIntensity: number;
  96941. /**
  96942. * Intensity of the environment in all pbr material.
  96943. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  96944. * As in the majority of the scene they are the same (exception for multi room and so on),
  96945. * this is easier to reference from here than from all the materials.
  96946. */
  96947. /**
  96948. * Intensity of the environment in all pbr material.
  96949. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  96950. * As in the majority of the scene they are the same (exception for multi room and so on),
  96951. * this is easier to set here than in all the materials.
  96952. */
  96953. environmentIntensity: number;
  96954. /** @hidden */
  96955. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  96956. /**
  96957. * Default image processing configuration used either in the rendering
  96958. * Forward main pass or through the imageProcessingPostProcess if present.
  96959. * As in the majority of the scene they are the same (exception for multi camera),
  96960. * this is easier to reference from here than from all the materials and post process.
  96961. *
  96962. * No setter as we it is a shared configuration, you can set the values instead.
  96963. */
  96964. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  96965. private _forceWireframe;
  96966. /**
  96967. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  96968. */
  96969. forceWireframe: boolean;
  96970. private _forcePointsCloud;
  96971. /**
  96972. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  96973. */
  96974. forcePointsCloud: boolean;
  96975. /**
  96976. * Gets or sets the active clipplane 1
  96977. */
  96978. clipPlane: Nullable<Plane>;
  96979. /**
  96980. * Gets or sets the active clipplane 2
  96981. */
  96982. clipPlane2: Nullable<Plane>;
  96983. /**
  96984. * Gets or sets the active clipplane 3
  96985. */
  96986. clipPlane3: Nullable<Plane>;
  96987. /**
  96988. * Gets or sets the active clipplane 4
  96989. */
  96990. clipPlane4: Nullable<Plane>;
  96991. /**
  96992. * Gets or sets a boolean indicating if animations are enabled
  96993. */
  96994. animationsEnabled: boolean;
  96995. private _animationPropertiesOverride;
  96996. /**
  96997. * Gets or sets the animation properties override
  96998. */
  96999. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  97000. /**
  97001. * Gets or sets a boolean indicating if a constant deltatime has to be used
  97002. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  97003. */
  97004. useConstantAnimationDeltaTime: boolean;
  97005. /**
  97006. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  97007. * Please note that it requires to run a ray cast through the scene on every frame
  97008. */
  97009. constantlyUpdateMeshUnderPointer: boolean;
  97010. /**
  97011. * Defines the HTML cursor to use when hovering over interactive elements
  97012. */
  97013. hoverCursor: string;
  97014. /**
  97015. * Defines the HTML default cursor to use (empty by default)
  97016. */
  97017. defaultCursor: string;
  97018. /**
  97019. * This is used to call preventDefault() on pointer down
  97020. * in order to block unwanted artifacts like system double clicks
  97021. */
  97022. preventDefaultOnPointerDown: boolean;
  97023. /**
  97024. * This is used to call preventDefault() on pointer up
  97025. * in order to block unwanted artifacts like system double clicks
  97026. */
  97027. preventDefaultOnPointerUp: boolean;
  97028. /**
  97029. * Gets or sets user defined metadata
  97030. */
  97031. metadata: any;
  97032. /**
  97033. * For internal use only. Please do not use.
  97034. */
  97035. reservedDataStore: any;
  97036. /**
  97037. * Gets the name of the plugin used to load this scene (null by default)
  97038. */
  97039. loadingPluginName: string;
  97040. /**
  97041. * Use this array to add regular expressions used to disable offline support for specific urls
  97042. */
  97043. disableOfflineSupportExceptionRules: RegExp[];
  97044. /**
  97045. * An event triggered when the scene is disposed.
  97046. */
  97047. onDisposeObservable: Observable<Scene>;
  97048. private _onDisposeObserver;
  97049. /** Sets a function to be executed when this scene is disposed. */
  97050. onDispose: () => void;
  97051. /**
  97052. * An event triggered before rendering the scene (right after animations and physics)
  97053. */
  97054. onBeforeRenderObservable: Observable<Scene>;
  97055. private _onBeforeRenderObserver;
  97056. /** Sets a function to be executed before rendering this scene */
  97057. beforeRender: Nullable<() => void>;
  97058. /**
  97059. * An event triggered after rendering the scene
  97060. */
  97061. onAfterRenderObservable: Observable<Scene>;
  97062. /**
  97063. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  97064. */
  97065. onAfterRenderCameraObservable: Observable<Camera>;
  97066. private _onAfterRenderObserver;
  97067. /** Sets a function to be executed after rendering this scene */
  97068. afterRender: Nullable<() => void>;
  97069. /**
  97070. * An event triggered before animating the scene
  97071. */
  97072. onBeforeAnimationsObservable: Observable<Scene>;
  97073. /**
  97074. * An event triggered after animations processing
  97075. */
  97076. onAfterAnimationsObservable: Observable<Scene>;
  97077. /**
  97078. * An event triggered before draw calls are ready to be sent
  97079. */
  97080. onBeforeDrawPhaseObservable: Observable<Scene>;
  97081. /**
  97082. * An event triggered after draw calls have been sent
  97083. */
  97084. onAfterDrawPhaseObservable: Observable<Scene>;
  97085. /**
  97086. * An event triggered when the scene is ready
  97087. */
  97088. onReadyObservable: Observable<Scene>;
  97089. /**
  97090. * An event triggered before rendering a camera
  97091. */
  97092. onBeforeCameraRenderObservable: Observable<Camera>;
  97093. private _onBeforeCameraRenderObserver;
  97094. /** Sets a function to be executed before rendering a camera*/
  97095. beforeCameraRender: () => void;
  97096. /**
  97097. * An event triggered after rendering a camera
  97098. */
  97099. onAfterCameraRenderObservable: Observable<Camera>;
  97100. private _onAfterCameraRenderObserver;
  97101. /** Sets a function to be executed after rendering a camera*/
  97102. afterCameraRender: () => void;
  97103. /**
  97104. * An event triggered when active meshes evaluation is about to start
  97105. */
  97106. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  97107. /**
  97108. * An event triggered when active meshes evaluation is done
  97109. */
  97110. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  97111. /**
  97112. * An event triggered when particles rendering is about to start
  97113. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97114. */
  97115. onBeforeParticlesRenderingObservable: Observable<Scene>;
  97116. /**
  97117. * An event triggered when particles rendering is done
  97118. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97119. */
  97120. onAfterParticlesRenderingObservable: Observable<Scene>;
  97121. /**
  97122. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  97123. */
  97124. onDataLoadedObservable: Observable<Scene>;
  97125. /**
  97126. * An event triggered when a camera is created
  97127. */
  97128. onNewCameraAddedObservable: Observable<Camera>;
  97129. /**
  97130. * An event triggered when a camera is removed
  97131. */
  97132. onCameraRemovedObservable: Observable<Camera>;
  97133. /**
  97134. * An event triggered when a light is created
  97135. */
  97136. onNewLightAddedObservable: Observable<Light>;
  97137. /**
  97138. * An event triggered when a light is removed
  97139. */
  97140. onLightRemovedObservable: Observable<Light>;
  97141. /**
  97142. * An event triggered when a geometry is created
  97143. */
  97144. onNewGeometryAddedObservable: Observable<Geometry>;
  97145. /**
  97146. * An event triggered when a geometry is removed
  97147. */
  97148. onGeometryRemovedObservable: Observable<Geometry>;
  97149. /**
  97150. * An event triggered when a transform node is created
  97151. */
  97152. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  97153. /**
  97154. * An event triggered when a transform node is removed
  97155. */
  97156. onTransformNodeRemovedObservable: Observable<TransformNode>;
  97157. /**
  97158. * An event triggered when a mesh is created
  97159. */
  97160. onNewMeshAddedObservable: Observable<AbstractMesh>;
  97161. /**
  97162. * An event triggered when a mesh is removed
  97163. */
  97164. onMeshRemovedObservable: Observable<AbstractMesh>;
  97165. /**
  97166. * An event triggered when a skeleton is created
  97167. */
  97168. onNewSkeletonAddedObservable: Observable<Skeleton>;
  97169. /**
  97170. * An event triggered when a skeleton is removed
  97171. */
  97172. onSkeletonRemovedObservable: Observable<Skeleton>;
  97173. /**
  97174. * An event triggered when a material is created
  97175. */
  97176. onNewMaterialAddedObservable: Observable<Material>;
  97177. /**
  97178. * An event triggered when a material is removed
  97179. */
  97180. onMaterialRemovedObservable: Observable<Material>;
  97181. /**
  97182. * An event triggered when a texture is created
  97183. */
  97184. onNewTextureAddedObservable: Observable<BaseTexture>;
  97185. /**
  97186. * An event triggered when a texture is removed
  97187. */
  97188. onTextureRemovedObservable: Observable<BaseTexture>;
  97189. /**
  97190. * An event triggered when render targets are about to be rendered
  97191. * Can happen multiple times per frame.
  97192. */
  97193. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  97194. /**
  97195. * An event triggered when render targets were rendered.
  97196. * Can happen multiple times per frame.
  97197. */
  97198. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  97199. /**
  97200. * An event triggered before calculating deterministic simulation step
  97201. */
  97202. onBeforeStepObservable: Observable<Scene>;
  97203. /**
  97204. * An event triggered after calculating deterministic simulation step
  97205. */
  97206. onAfterStepObservable: Observable<Scene>;
  97207. /**
  97208. * An event triggered when the activeCamera property is updated
  97209. */
  97210. onActiveCameraChanged: Observable<Scene>;
  97211. /**
  97212. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  97213. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97214. * 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)
  97215. */
  97216. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97217. /**
  97218. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  97219. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97220. * 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)
  97221. */
  97222. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97223. /**
  97224. * This Observable will when a mesh has been imported into the scene.
  97225. */
  97226. onMeshImportedObservable: Observable<AbstractMesh>;
  97227. /**
  97228. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  97229. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  97230. */
  97231. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  97232. /** @hidden */
  97233. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  97234. /**
  97235. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  97236. */
  97237. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  97238. /**
  97239. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  97240. */
  97241. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  97242. /**
  97243. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  97244. */
  97245. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  97246. /** Callback called when a pointer move is detected */
  97247. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97248. /** Callback called when a pointer down is detected */
  97249. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97250. /** Callback called when a pointer up is detected */
  97251. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  97252. /** Callback called when a pointer pick is detected */
  97253. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  97254. /**
  97255. * 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).
  97256. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  97257. */
  97258. onPrePointerObservable: Observable<PointerInfoPre>;
  97259. /**
  97260. * Observable event triggered each time an input event is received from the rendering canvas
  97261. */
  97262. onPointerObservable: Observable<PointerInfo>;
  97263. /**
  97264. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  97265. */
  97266. readonly unTranslatedPointer: Vector2;
  97267. /**
  97268. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  97269. */
  97270. static DragMovementThreshold: number;
  97271. /**
  97272. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  97273. */
  97274. static LongPressDelay: number;
  97275. /**
  97276. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  97277. */
  97278. static DoubleClickDelay: number;
  97279. /** If you need to check double click without raising a single click at first click, enable this flag */
  97280. static ExclusiveDoubleClickMode: boolean;
  97281. /** @hidden */
  97282. _mirroredCameraPosition: Nullable<Vector3>;
  97283. /**
  97284. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  97285. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  97286. */
  97287. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  97288. /**
  97289. * Observable event triggered each time an keyboard event is received from the hosting window
  97290. */
  97291. onKeyboardObservable: Observable<KeyboardInfo>;
  97292. private _useRightHandedSystem;
  97293. /**
  97294. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  97295. */
  97296. useRightHandedSystem: boolean;
  97297. private _timeAccumulator;
  97298. private _currentStepId;
  97299. private _currentInternalStep;
  97300. /**
  97301. * Sets the step Id used by deterministic lock step
  97302. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97303. * @param newStepId defines the step Id
  97304. */
  97305. setStepId(newStepId: number): void;
  97306. /**
  97307. * Gets the step Id used by deterministic lock step
  97308. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97309. * @returns the step Id
  97310. */
  97311. getStepId(): number;
  97312. /**
  97313. * Gets the internal step used by deterministic lock step
  97314. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97315. * @returns the internal step
  97316. */
  97317. getInternalStep(): number;
  97318. private _fogEnabled;
  97319. /**
  97320. * Gets or sets a boolean indicating if fog is enabled on this scene
  97321. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97322. * (Default is true)
  97323. */
  97324. fogEnabled: boolean;
  97325. private _fogMode;
  97326. /**
  97327. * Gets or sets the fog mode to use
  97328. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97329. * | mode | value |
  97330. * | --- | --- |
  97331. * | FOGMODE_NONE | 0 |
  97332. * | FOGMODE_EXP | 1 |
  97333. * | FOGMODE_EXP2 | 2 |
  97334. * | FOGMODE_LINEAR | 3 |
  97335. */
  97336. fogMode: number;
  97337. /**
  97338. * Gets or sets the fog color to use
  97339. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97340. * (Default is Color3(0.2, 0.2, 0.3))
  97341. */
  97342. fogColor: Color3;
  97343. /**
  97344. * Gets or sets the fog density to use
  97345. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97346. * (Default is 0.1)
  97347. */
  97348. fogDensity: number;
  97349. /**
  97350. * Gets or sets the fog start distance to use
  97351. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97352. * (Default is 0)
  97353. */
  97354. fogStart: number;
  97355. /**
  97356. * Gets or sets the fog end distance to use
  97357. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97358. * (Default is 1000)
  97359. */
  97360. fogEnd: number;
  97361. private _shadowsEnabled;
  97362. /**
  97363. * Gets or sets a boolean indicating if shadows are enabled on this scene
  97364. */
  97365. shadowsEnabled: boolean;
  97366. private _lightsEnabled;
  97367. /**
  97368. * Gets or sets a boolean indicating if lights are enabled on this scene
  97369. */
  97370. lightsEnabled: boolean;
  97371. /** All of the active cameras added to this scene. */
  97372. activeCameras: Camera[];
  97373. /** @hidden */
  97374. _activeCamera: Nullable<Camera>;
  97375. /** Gets or sets the current active camera */
  97376. activeCamera: Nullable<Camera>;
  97377. private _defaultMaterial;
  97378. /** The default material used on meshes when no material is affected */
  97379. /** The default material used on meshes when no material is affected */
  97380. defaultMaterial: Material;
  97381. private _texturesEnabled;
  97382. /**
  97383. * Gets or sets a boolean indicating if textures are enabled on this scene
  97384. */
  97385. texturesEnabled: boolean;
  97386. /**
  97387. * Gets or sets a boolean indicating if particles are enabled on this scene
  97388. */
  97389. particlesEnabled: boolean;
  97390. /**
  97391. * Gets or sets a boolean indicating if sprites are enabled on this scene
  97392. */
  97393. spritesEnabled: boolean;
  97394. private _skeletonsEnabled;
  97395. /**
  97396. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  97397. */
  97398. skeletonsEnabled: boolean;
  97399. /**
  97400. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  97401. */
  97402. lensFlaresEnabled: boolean;
  97403. /**
  97404. * Gets or sets a boolean indicating if collisions are enabled on this scene
  97405. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97406. */
  97407. collisionsEnabled: boolean;
  97408. private _collisionCoordinator;
  97409. /** @hidden */
  97410. readonly collisionCoordinator: ICollisionCoordinator;
  97411. /**
  97412. * Defines the gravity applied to this scene (used only for collisions)
  97413. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97414. */
  97415. gravity: Vector3;
  97416. /**
  97417. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  97418. */
  97419. postProcessesEnabled: boolean;
  97420. /**
  97421. * The list of postprocesses added to the scene
  97422. */
  97423. postProcesses: PostProcess[];
  97424. /**
  97425. * Gets the current postprocess manager
  97426. */
  97427. postProcessManager: PostProcessManager;
  97428. /**
  97429. * Gets or sets a boolean indicating if render targets are enabled on this scene
  97430. */
  97431. renderTargetsEnabled: boolean;
  97432. /**
  97433. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  97434. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  97435. */
  97436. dumpNextRenderTargets: boolean;
  97437. /**
  97438. * The list of user defined render targets added to the scene
  97439. */
  97440. customRenderTargets: RenderTargetTexture[];
  97441. /**
  97442. * Defines if texture loading must be delayed
  97443. * If true, textures will only be loaded when they need to be rendered
  97444. */
  97445. useDelayedTextureLoading: boolean;
  97446. /**
  97447. * Gets the list of meshes imported to the scene through SceneLoader
  97448. */
  97449. importedMeshesFiles: String[];
  97450. /**
  97451. * Gets or sets a boolean indicating if probes are enabled on this scene
  97452. */
  97453. probesEnabled: boolean;
  97454. /**
  97455. * Gets or sets the current offline provider to use to store scene data
  97456. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  97457. */
  97458. offlineProvider: IOfflineProvider;
  97459. /**
  97460. * Gets or sets the action manager associated with the scene
  97461. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  97462. */
  97463. actionManager: AbstractActionManager;
  97464. private _meshesForIntersections;
  97465. /**
  97466. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  97467. */
  97468. proceduralTexturesEnabled: boolean;
  97469. private _engine;
  97470. private _totalVertices;
  97471. /** @hidden */
  97472. _activeIndices: PerfCounter;
  97473. /** @hidden */
  97474. _activeParticles: PerfCounter;
  97475. /** @hidden */
  97476. _activeBones: PerfCounter;
  97477. private _animationRatio;
  97478. /** @hidden */
  97479. _animationTimeLast: number;
  97480. /** @hidden */
  97481. _animationTime: number;
  97482. /**
  97483. * Gets or sets a general scale for animation speed
  97484. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  97485. */
  97486. animationTimeScale: number;
  97487. /** @hidden */
  97488. _cachedMaterial: Nullable<Material>;
  97489. /** @hidden */
  97490. _cachedEffect: Nullable<Effect>;
  97491. /** @hidden */
  97492. _cachedVisibility: Nullable<number>;
  97493. private _renderId;
  97494. private _frameId;
  97495. private _executeWhenReadyTimeoutId;
  97496. private _intermediateRendering;
  97497. private _viewUpdateFlag;
  97498. private _projectionUpdateFlag;
  97499. /** @hidden */
  97500. _toBeDisposed: Nullable<IDisposable>[];
  97501. private _activeRequests;
  97502. /** @hidden */
  97503. _pendingData: any[];
  97504. private _isDisposed;
  97505. /**
  97506. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  97507. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  97508. */
  97509. dispatchAllSubMeshesOfActiveMeshes: boolean;
  97510. private _activeMeshes;
  97511. private _processedMaterials;
  97512. private _renderTargets;
  97513. /** @hidden */
  97514. _activeParticleSystems: SmartArray<IParticleSystem>;
  97515. private _activeSkeletons;
  97516. private _softwareSkinnedMeshes;
  97517. private _renderingManager;
  97518. /** @hidden */
  97519. _activeAnimatables: Animatable[];
  97520. private _transformMatrix;
  97521. private _sceneUbo;
  97522. /** @hidden */
  97523. _viewMatrix: Matrix;
  97524. private _projectionMatrix;
  97525. /** @hidden */
  97526. _forcedViewPosition: Nullable<Vector3>;
  97527. /** @hidden */
  97528. _frustumPlanes: Plane[];
  97529. /**
  97530. * Gets the list of frustum planes (built from the active camera)
  97531. */
  97532. readonly frustumPlanes: Plane[];
  97533. /**
  97534. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  97535. * This is useful if there are more lights that the maximum simulteanous authorized
  97536. */
  97537. requireLightSorting: boolean;
  97538. /** @hidden */
  97539. readonly useMaterialMeshMap: boolean;
  97540. /** @hidden */
  97541. readonly useClonedMeshhMap: boolean;
  97542. private _externalData;
  97543. private _uid;
  97544. /**
  97545. * @hidden
  97546. * Backing store of defined scene components.
  97547. */
  97548. _components: ISceneComponent[];
  97549. /**
  97550. * @hidden
  97551. * Backing store of defined scene components.
  97552. */
  97553. _serializableComponents: ISceneSerializableComponent[];
  97554. /**
  97555. * List of components to register on the next registration step.
  97556. */
  97557. private _transientComponents;
  97558. /**
  97559. * Registers the transient components if needed.
  97560. */
  97561. private _registerTransientComponents;
  97562. /**
  97563. * @hidden
  97564. * Add a component to the scene.
  97565. * Note that the ccomponent could be registered on th next frame if this is called after
  97566. * the register component stage.
  97567. * @param component Defines the component to add to the scene
  97568. */
  97569. _addComponent(component: ISceneComponent): void;
  97570. /**
  97571. * @hidden
  97572. * Gets a component from the scene.
  97573. * @param name defines the name of the component to retrieve
  97574. * @returns the component or null if not present
  97575. */
  97576. _getComponent(name: string): Nullable<ISceneComponent>;
  97577. /**
  97578. * @hidden
  97579. * Defines the actions happening before camera updates.
  97580. */
  97581. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  97582. /**
  97583. * @hidden
  97584. * Defines the actions happening before clear the canvas.
  97585. */
  97586. _beforeClearStage: Stage<SimpleStageAction>;
  97587. /**
  97588. * @hidden
  97589. * Defines the actions when collecting render targets for the frame.
  97590. */
  97591. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97592. /**
  97593. * @hidden
  97594. * Defines the actions happening for one camera in the frame.
  97595. */
  97596. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97597. /**
  97598. * @hidden
  97599. * Defines the actions happening during the per mesh ready checks.
  97600. */
  97601. _isReadyForMeshStage: Stage<MeshStageAction>;
  97602. /**
  97603. * @hidden
  97604. * Defines the actions happening before evaluate active mesh checks.
  97605. */
  97606. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  97607. /**
  97608. * @hidden
  97609. * Defines the actions happening during the evaluate sub mesh checks.
  97610. */
  97611. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  97612. /**
  97613. * @hidden
  97614. * Defines the actions happening during the active mesh stage.
  97615. */
  97616. _activeMeshStage: Stage<ActiveMeshStageAction>;
  97617. /**
  97618. * @hidden
  97619. * Defines the actions happening during the per camera render target step.
  97620. */
  97621. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  97622. /**
  97623. * @hidden
  97624. * Defines the actions happening just before the active camera is drawing.
  97625. */
  97626. _beforeCameraDrawStage: Stage<CameraStageAction>;
  97627. /**
  97628. * @hidden
  97629. * Defines the actions happening just before a render target is drawing.
  97630. */
  97631. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97632. /**
  97633. * @hidden
  97634. * Defines the actions happening just before a rendering group is drawing.
  97635. */
  97636. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97637. /**
  97638. * @hidden
  97639. * Defines the actions happening just before a mesh is drawing.
  97640. */
  97641. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97642. /**
  97643. * @hidden
  97644. * Defines the actions happening just after a mesh has been drawn.
  97645. */
  97646. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97647. /**
  97648. * @hidden
  97649. * Defines the actions happening just after a rendering group has been drawn.
  97650. */
  97651. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97652. /**
  97653. * @hidden
  97654. * Defines the actions happening just after the active camera has been drawn.
  97655. */
  97656. _afterCameraDrawStage: Stage<CameraStageAction>;
  97657. /**
  97658. * @hidden
  97659. * Defines the actions happening just after a render target has been drawn.
  97660. */
  97661. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97662. /**
  97663. * @hidden
  97664. * Defines the actions happening just after rendering all cameras and computing intersections.
  97665. */
  97666. _afterRenderStage: Stage<SimpleStageAction>;
  97667. /**
  97668. * @hidden
  97669. * Defines the actions happening when a pointer move event happens.
  97670. */
  97671. _pointerMoveStage: Stage<PointerMoveStageAction>;
  97672. /**
  97673. * @hidden
  97674. * Defines the actions happening when a pointer down event happens.
  97675. */
  97676. _pointerDownStage: Stage<PointerUpDownStageAction>;
  97677. /**
  97678. * @hidden
  97679. * Defines the actions happening when a pointer up event happens.
  97680. */
  97681. _pointerUpStage: Stage<PointerUpDownStageAction>;
  97682. /**
  97683. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  97684. */
  97685. private geometriesByUniqueId;
  97686. /**
  97687. * Creates a new Scene
  97688. * @param engine defines the engine to use to render this scene
  97689. * @param options defines the scene options
  97690. */
  97691. constructor(engine: Engine, options?: SceneOptions);
  97692. /**
  97693. * Gets a string idenfifying the name of the class
  97694. * @returns "Scene" string
  97695. */
  97696. getClassName(): string;
  97697. private _defaultMeshCandidates;
  97698. /**
  97699. * @hidden
  97700. */
  97701. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  97702. private _defaultSubMeshCandidates;
  97703. /**
  97704. * @hidden
  97705. */
  97706. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  97707. /**
  97708. * Sets the default candidate providers for the scene.
  97709. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  97710. * and getCollidingSubMeshCandidates to their default function
  97711. */
  97712. setDefaultCandidateProviders(): void;
  97713. /**
  97714. * Gets the mesh that is currently under the pointer
  97715. */
  97716. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97717. /**
  97718. * Gets or sets the current on-screen X position of the pointer
  97719. */
  97720. pointerX: number;
  97721. /**
  97722. * Gets or sets the current on-screen Y position of the pointer
  97723. */
  97724. pointerY: number;
  97725. /**
  97726. * Gets the cached material (ie. the latest rendered one)
  97727. * @returns the cached material
  97728. */
  97729. getCachedMaterial(): Nullable<Material>;
  97730. /**
  97731. * Gets the cached effect (ie. the latest rendered one)
  97732. * @returns the cached effect
  97733. */
  97734. getCachedEffect(): Nullable<Effect>;
  97735. /**
  97736. * Gets the cached visibility state (ie. the latest rendered one)
  97737. * @returns the cached visibility state
  97738. */
  97739. getCachedVisibility(): Nullable<number>;
  97740. /**
  97741. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  97742. * @param material defines the current material
  97743. * @param effect defines the current effect
  97744. * @param visibility defines the current visibility state
  97745. * @returns true if one parameter is not cached
  97746. */
  97747. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  97748. /**
  97749. * Gets the engine associated with the scene
  97750. * @returns an Engine
  97751. */
  97752. getEngine(): Engine;
  97753. /**
  97754. * Gets the total number of vertices rendered per frame
  97755. * @returns the total number of vertices rendered per frame
  97756. */
  97757. getTotalVertices(): number;
  97758. /**
  97759. * Gets the performance counter for total vertices
  97760. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97761. */
  97762. readonly totalVerticesPerfCounter: PerfCounter;
  97763. /**
  97764. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  97765. * @returns the total number of active indices rendered per frame
  97766. */
  97767. getActiveIndices(): number;
  97768. /**
  97769. * Gets the performance counter for active indices
  97770. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97771. */
  97772. readonly totalActiveIndicesPerfCounter: PerfCounter;
  97773. /**
  97774. * Gets the total number of active particles rendered per frame
  97775. * @returns the total number of active particles rendered per frame
  97776. */
  97777. getActiveParticles(): number;
  97778. /**
  97779. * Gets the performance counter for active particles
  97780. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97781. */
  97782. readonly activeParticlesPerfCounter: PerfCounter;
  97783. /**
  97784. * Gets the total number of active bones rendered per frame
  97785. * @returns the total number of active bones rendered per frame
  97786. */
  97787. getActiveBones(): number;
  97788. /**
  97789. * Gets the performance counter for active bones
  97790. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97791. */
  97792. readonly activeBonesPerfCounter: PerfCounter;
  97793. /**
  97794. * Gets the array of active meshes
  97795. * @returns an array of AbstractMesh
  97796. */
  97797. getActiveMeshes(): SmartArray<AbstractMesh>;
  97798. /**
  97799. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  97800. * @returns a number
  97801. */
  97802. getAnimationRatio(): number;
  97803. /**
  97804. * Gets an unique Id for the current render phase
  97805. * @returns a number
  97806. */
  97807. getRenderId(): number;
  97808. /**
  97809. * Gets an unique Id for the current frame
  97810. * @returns a number
  97811. */
  97812. getFrameId(): number;
  97813. /** Call this function if you want to manually increment the render Id*/
  97814. incrementRenderId(): void;
  97815. private _createUbo;
  97816. /**
  97817. * Use this method to simulate a pointer move on a mesh
  97818. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97819. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97820. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97821. * @returns the current scene
  97822. */
  97823. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97824. /**
  97825. * Use this method to simulate a pointer down on a mesh
  97826. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97827. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97828. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97829. * @returns the current scene
  97830. */
  97831. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97832. /**
  97833. * Use this method to simulate a pointer up on a mesh
  97834. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97835. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97836. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97837. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97838. * @returns the current scene
  97839. */
  97840. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  97841. /**
  97842. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97843. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97844. * @returns true if the pointer was captured
  97845. */
  97846. isPointerCaptured(pointerId?: number): boolean;
  97847. /**
  97848. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97849. * @param attachUp defines if you want to attach events to pointerup
  97850. * @param attachDown defines if you want to attach events to pointerdown
  97851. * @param attachMove defines if you want to attach events to pointermove
  97852. */
  97853. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97854. /** Detaches all event handlers*/
  97855. detachControl(): void;
  97856. /**
  97857. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  97858. * Delay loaded resources are not taking in account
  97859. * @return true if all required resources are ready
  97860. */
  97861. isReady(): boolean;
  97862. /** Resets all cached information relative to material (including effect and visibility) */
  97863. resetCachedMaterial(): void;
  97864. /**
  97865. * Registers a function to be called before every frame render
  97866. * @param func defines the function to register
  97867. */
  97868. registerBeforeRender(func: () => void): void;
  97869. /**
  97870. * Unregisters a function called before every frame render
  97871. * @param func defines the function to unregister
  97872. */
  97873. unregisterBeforeRender(func: () => void): void;
  97874. /**
  97875. * Registers a function to be called after every frame render
  97876. * @param func defines the function to register
  97877. */
  97878. registerAfterRender(func: () => void): void;
  97879. /**
  97880. * Unregisters a function called after every frame render
  97881. * @param func defines the function to unregister
  97882. */
  97883. unregisterAfterRender(func: () => void): void;
  97884. private _executeOnceBeforeRender;
  97885. /**
  97886. * The provided function will run before render once and will be disposed afterwards.
  97887. * A timeout delay can be provided so that the function will be executed in N ms.
  97888. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  97889. * @param func The function to be executed.
  97890. * @param timeout optional delay in ms
  97891. */
  97892. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  97893. /** @hidden */
  97894. _addPendingData(data: any): void;
  97895. /** @hidden */
  97896. _removePendingData(data: any): void;
  97897. /**
  97898. * Returns the number of items waiting to be loaded
  97899. * @returns the number of items waiting to be loaded
  97900. */
  97901. getWaitingItemsCount(): number;
  97902. /**
  97903. * Returns a boolean indicating if the scene is still loading data
  97904. */
  97905. readonly isLoading: boolean;
  97906. /**
  97907. * Registers a function to be executed when the scene is ready
  97908. * @param {Function} func - the function to be executed
  97909. */
  97910. executeWhenReady(func: () => void): void;
  97911. /**
  97912. * Returns a promise that resolves when the scene is ready
  97913. * @returns A promise that resolves when the scene is ready
  97914. */
  97915. whenReadyAsync(): Promise<void>;
  97916. /** @hidden */
  97917. _checkIsReady(): void;
  97918. /**
  97919. * Gets all animatable attached to the scene
  97920. */
  97921. readonly animatables: Animatable[];
  97922. /**
  97923. * Resets the last animation time frame.
  97924. * Useful to override when animations start running when loading a scene for the first time.
  97925. */
  97926. resetLastAnimationTimeFrame(): void;
  97927. /**
  97928. * Gets the current view matrix
  97929. * @returns a Matrix
  97930. */
  97931. getViewMatrix(): Matrix;
  97932. /**
  97933. * Gets the current projection matrix
  97934. * @returns a Matrix
  97935. */
  97936. getProjectionMatrix(): Matrix;
  97937. /**
  97938. * Gets the current transform matrix
  97939. * @returns a Matrix made of View * Projection
  97940. */
  97941. getTransformMatrix(): Matrix;
  97942. /**
  97943. * Sets the current transform matrix
  97944. * @param viewL defines the View matrix to use
  97945. * @param projectionL defines the Projection matrix to use
  97946. * @param viewR defines the right View matrix to use (if provided)
  97947. * @param projectionR defines the right Projection matrix to use (if provided)
  97948. */
  97949. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  97950. /**
  97951. * Gets the uniform buffer used to store scene data
  97952. * @returns a UniformBuffer
  97953. */
  97954. getSceneUniformBuffer(): UniformBuffer;
  97955. /**
  97956. * Gets an unique (relatively to the current scene) Id
  97957. * @returns an unique number for the scene
  97958. */
  97959. getUniqueId(): number;
  97960. /**
  97961. * Add a mesh to the list of scene's meshes
  97962. * @param newMesh defines the mesh to add
  97963. * @param recursive if all child meshes should also be added to the scene
  97964. */
  97965. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  97966. /**
  97967. * Remove a mesh for the list of scene's meshes
  97968. * @param toRemove defines the mesh to remove
  97969. * @param recursive if all child meshes should also be removed from the scene
  97970. * @returns the index where the mesh was in the mesh list
  97971. */
  97972. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  97973. /**
  97974. * Add a transform node to the list of scene's transform nodes
  97975. * @param newTransformNode defines the transform node to add
  97976. */
  97977. addTransformNode(newTransformNode: TransformNode): void;
  97978. /**
  97979. * Remove a transform node for the list of scene's transform nodes
  97980. * @param toRemove defines the transform node to remove
  97981. * @returns the index where the transform node was in the transform node list
  97982. */
  97983. removeTransformNode(toRemove: TransformNode): number;
  97984. /**
  97985. * Remove a skeleton for the list of scene's skeletons
  97986. * @param toRemove defines the skeleton to remove
  97987. * @returns the index where the skeleton was in the skeleton list
  97988. */
  97989. removeSkeleton(toRemove: Skeleton): number;
  97990. /**
  97991. * Remove a morph target for the list of scene's morph targets
  97992. * @param toRemove defines the morph target to remove
  97993. * @returns the index where the morph target was in the morph target list
  97994. */
  97995. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  97996. /**
  97997. * Remove a light for the list of scene's lights
  97998. * @param toRemove defines the light to remove
  97999. * @returns the index where the light was in the light list
  98000. */
  98001. removeLight(toRemove: Light): number;
  98002. /**
  98003. * Remove a camera for the list of scene's cameras
  98004. * @param toRemove defines the camera to remove
  98005. * @returns the index where the camera was in the camera list
  98006. */
  98007. removeCamera(toRemove: Camera): number;
  98008. /**
  98009. * Remove a particle system for the list of scene's particle systems
  98010. * @param toRemove defines the particle system to remove
  98011. * @returns the index where the particle system was in the particle system list
  98012. */
  98013. removeParticleSystem(toRemove: IParticleSystem): number;
  98014. /**
  98015. * Remove a animation for the list of scene's animations
  98016. * @param toRemove defines the animation to remove
  98017. * @returns the index where the animation was in the animation list
  98018. */
  98019. removeAnimation(toRemove: Animation): number;
  98020. /**
  98021. * Will stop the animation of the given target
  98022. * @param target - the target
  98023. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  98024. * @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)
  98025. */
  98026. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  98027. /**
  98028. * Removes the given animation group from this scene.
  98029. * @param toRemove The animation group to remove
  98030. * @returns The index of the removed animation group
  98031. */
  98032. removeAnimationGroup(toRemove: AnimationGroup): number;
  98033. /**
  98034. * Removes the given multi-material from this scene.
  98035. * @param toRemove The multi-material to remove
  98036. * @returns The index of the removed multi-material
  98037. */
  98038. removeMultiMaterial(toRemove: MultiMaterial): number;
  98039. /**
  98040. * Removes the given material from this scene.
  98041. * @param toRemove The material to remove
  98042. * @returns The index of the removed material
  98043. */
  98044. removeMaterial(toRemove: Material): number;
  98045. /**
  98046. * Removes the given action manager from this scene.
  98047. * @param toRemove The action manager to remove
  98048. * @returns The index of the removed action manager
  98049. */
  98050. removeActionManager(toRemove: AbstractActionManager): number;
  98051. /**
  98052. * Removes the given texture from this scene.
  98053. * @param toRemove The texture to remove
  98054. * @returns The index of the removed texture
  98055. */
  98056. removeTexture(toRemove: BaseTexture): number;
  98057. /**
  98058. * Adds the given light to this scene
  98059. * @param newLight The light to add
  98060. */
  98061. addLight(newLight: Light): void;
  98062. /**
  98063. * Sorts the list list based on light priorities
  98064. */
  98065. sortLightsByPriority(): void;
  98066. /**
  98067. * Adds the given camera to this scene
  98068. * @param newCamera The camera to add
  98069. */
  98070. addCamera(newCamera: Camera): void;
  98071. /**
  98072. * Adds the given skeleton to this scene
  98073. * @param newSkeleton The skeleton to add
  98074. */
  98075. addSkeleton(newSkeleton: Skeleton): void;
  98076. /**
  98077. * Adds the given particle system to this scene
  98078. * @param newParticleSystem The particle system to add
  98079. */
  98080. addParticleSystem(newParticleSystem: IParticleSystem): void;
  98081. /**
  98082. * Adds the given animation to this scene
  98083. * @param newAnimation The animation to add
  98084. */
  98085. addAnimation(newAnimation: Animation): void;
  98086. /**
  98087. * Adds the given animation group to this scene.
  98088. * @param newAnimationGroup The animation group to add
  98089. */
  98090. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  98091. /**
  98092. * Adds the given multi-material to this scene
  98093. * @param newMultiMaterial The multi-material to add
  98094. */
  98095. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  98096. /**
  98097. * Adds the given material to this scene
  98098. * @param newMaterial The material to add
  98099. */
  98100. addMaterial(newMaterial: Material): void;
  98101. /**
  98102. * Adds the given morph target to this scene
  98103. * @param newMorphTargetManager The morph target to add
  98104. */
  98105. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  98106. /**
  98107. * Adds the given geometry to this scene
  98108. * @param newGeometry The geometry to add
  98109. */
  98110. addGeometry(newGeometry: Geometry): void;
  98111. /**
  98112. * Adds the given action manager to this scene
  98113. * @param newActionManager The action manager to add
  98114. */
  98115. addActionManager(newActionManager: AbstractActionManager): void;
  98116. /**
  98117. * Adds the given texture to this scene.
  98118. * @param newTexture The texture to add
  98119. */
  98120. addTexture(newTexture: BaseTexture): void;
  98121. /**
  98122. * Switch active camera
  98123. * @param newCamera defines the new active camera
  98124. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  98125. */
  98126. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  98127. /**
  98128. * sets the active camera of the scene using its ID
  98129. * @param id defines the camera's ID
  98130. * @return the new active camera or null if none found.
  98131. */
  98132. setActiveCameraByID(id: string): Nullable<Camera>;
  98133. /**
  98134. * sets the active camera of the scene using its name
  98135. * @param name defines the camera's name
  98136. * @returns the new active camera or null if none found.
  98137. */
  98138. setActiveCameraByName(name: string): Nullable<Camera>;
  98139. /**
  98140. * get an animation group using its name
  98141. * @param name defines the material's name
  98142. * @return the animation group or null if none found.
  98143. */
  98144. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  98145. /**
  98146. * Get a material using its unique id
  98147. * @param uniqueId defines the material's unique id
  98148. * @return the material or null if none found.
  98149. */
  98150. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  98151. /**
  98152. * get a material using its id
  98153. * @param id defines the material's ID
  98154. * @return the material or null if none found.
  98155. */
  98156. getMaterialByID(id: string): Nullable<Material>;
  98157. /**
  98158. * Gets a the last added material using a given id
  98159. * @param id defines the material's ID
  98160. * @return the last material with the given id or null if none found.
  98161. */
  98162. getLastMaterialByID(id: string): Nullable<Material>;
  98163. /**
  98164. * Gets a material using its name
  98165. * @param name defines the material's name
  98166. * @return the material or null if none found.
  98167. */
  98168. getMaterialByName(name: string): Nullable<Material>;
  98169. /**
  98170. * Get a texture using its unique id
  98171. * @param uniqueId defines the texture's unique id
  98172. * @return the texture or null if none found.
  98173. */
  98174. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  98175. /**
  98176. * Gets a camera using its id
  98177. * @param id defines the id to look for
  98178. * @returns the camera or null if not found
  98179. */
  98180. getCameraByID(id: string): Nullable<Camera>;
  98181. /**
  98182. * Gets a camera using its unique id
  98183. * @param uniqueId defines the unique id to look for
  98184. * @returns the camera or null if not found
  98185. */
  98186. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  98187. /**
  98188. * Gets a camera using its name
  98189. * @param name defines the camera's name
  98190. * @return the camera or null if none found.
  98191. */
  98192. getCameraByName(name: string): Nullable<Camera>;
  98193. /**
  98194. * Gets a bone using its id
  98195. * @param id defines the bone's id
  98196. * @return the bone or null if not found
  98197. */
  98198. getBoneByID(id: string): Nullable<Bone>;
  98199. /**
  98200. * Gets a bone using its id
  98201. * @param name defines the bone's name
  98202. * @return the bone or null if not found
  98203. */
  98204. getBoneByName(name: string): Nullable<Bone>;
  98205. /**
  98206. * Gets a light node using its name
  98207. * @param name defines the the light's name
  98208. * @return the light or null if none found.
  98209. */
  98210. getLightByName(name: string): Nullable<Light>;
  98211. /**
  98212. * Gets a light node using its id
  98213. * @param id defines the light's id
  98214. * @return the light or null if none found.
  98215. */
  98216. getLightByID(id: string): Nullable<Light>;
  98217. /**
  98218. * Gets a light node using its scene-generated unique ID
  98219. * @param uniqueId defines the light's unique id
  98220. * @return the light or null if none found.
  98221. */
  98222. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  98223. /**
  98224. * Gets a particle system by id
  98225. * @param id defines the particle system id
  98226. * @return the corresponding system or null if none found
  98227. */
  98228. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  98229. /**
  98230. * Gets a geometry using its ID
  98231. * @param id defines the geometry's id
  98232. * @return the geometry or null if none found.
  98233. */
  98234. getGeometryByID(id: string): Nullable<Geometry>;
  98235. private _getGeometryByUniqueID;
  98236. /**
  98237. * Add a new geometry to this scene
  98238. * @param geometry defines the geometry to be added to the scene.
  98239. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  98240. * @return a boolean defining if the geometry was added or not
  98241. */
  98242. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  98243. /**
  98244. * Removes an existing geometry
  98245. * @param geometry defines the geometry to be removed from the scene
  98246. * @return a boolean defining if the geometry was removed or not
  98247. */
  98248. removeGeometry(geometry: Geometry): boolean;
  98249. /**
  98250. * Gets the list of geometries attached to the scene
  98251. * @returns an array of Geometry
  98252. */
  98253. getGeometries(): Geometry[];
  98254. /**
  98255. * Gets the first added mesh found of a given ID
  98256. * @param id defines the id to search for
  98257. * @return the mesh found or null if not found at all
  98258. */
  98259. getMeshByID(id: string): Nullable<AbstractMesh>;
  98260. /**
  98261. * Gets a list of meshes using their id
  98262. * @param id defines the id to search for
  98263. * @returns a list of meshes
  98264. */
  98265. getMeshesByID(id: string): Array<AbstractMesh>;
  98266. /**
  98267. * Gets the first added transform node found of a given ID
  98268. * @param id defines the id to search for
  98269. * @return the found transform node or null if not found at all.
  98270. */
  98271. getTransformNodeByID(id: string): Nullable<TransformNode>;
  98272. /**
  98273. * Gets a transform node with its auto-generated unique id
  98274. * @param uniqueId efines the unique id to search for
  98275. * @return the found transform node or null if not found at all.
  98276. */
  98277. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  98278. /**
  98279. * Gets a list of transform nodes using their id
  98280. * @param id defines the id to search for
  98281. * @returns a list of transform nodes
  98282. */
  98283. getTransformNodesByID(id: string): Array<TransformNode>;
  98284. /**
  98285. * Gets a mesh with its auto-generated unique id
  98286. * @param uniqueId defines the unique id to search for
  98287. * @return the found mesh or null if not found at all.
  98288. */
  98289. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  98290. /**
  98291. * Gets a the last added mesh using a given id
  98292. * @param id defines the id to search for
  98293. * @return the found mesh or null if not found at all.
  98294. */
  98295. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  98296. /**
  98297. * Gets a the last added node (Mesh, Camera, Light) using a given id
  98298. * @param id defines the id to search for
  98299. * @return the found node or null if not found at all
  98300. */
  98301. getLastEntryByID(id: string): Nullable<Node>;
  98302. /**
  98303. * Gets a node (Mesh, Camera, Light) using a given id
  98304. * @param id defines the id to search for
  98305. * @return the found node or null if not found at all
  98306. */
  98307. getNodeByID(id: string): Nullable<Node>;
  98308. /**
  98309. * Gets a node (Mesh, Camera, Light) using a given name
  98310. * @param name defines the name to search for
  98311. * @return the found node or null if not found at all.
  98312. */
  98313. getNodeByName(name: string): Nullable<Node>;
  98314. /**
  98315. * Gets a mesh using a given name
  98316. * @param name defines the name to search for
  98317. * @return the found mesh or null if not found at all.
  98318. */
  98319. getMeshByName(name: string): Nullable<AbstractMesh>;
  98320. /**
  98321. * Gets a transform node using a given name
  98322. * @param name defines the name to search for
  98323. * @return the found transform node or null if not found at all.
  98324. */
  98325. getTransformNodeByName(name: string): Nullable<TransformNode>;
  98326. /**
  98327. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  98328. * @param id defines the id to search for
  98329. * @return the found skeleton or null if not found at all.
  98330. */
  98331. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  98332. /**
  98333. * Gets a skeleton using a given auto generated unique id
  98334. * @param uniqueId defines the unique id to search for
  98335. * @return the found skeleton or null if not found at all.
  98336. */
  98337. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  98338. /**
  98339. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  98340. * @param id defines the id to search for
  98341. * @return the found skeleton or null if not found at all.
  98342. */
  98343. getSkeletonById(id: string): Nullable<Skeleton>;
  98344. /**
  98345. * Gets a skeleton using a given name
  98346. * @param name defines the name to search for
  98347. * @return the found skeleton or null if not found at all.
  98348. */
  98349. getSkeletonByName(name: string): Nullable<Skeleton>;
  98350. /**
  98351. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  98352. * @param id defines the id to search for
  98353. * @return the found morph target manager or null if not found at all.
  98354. */
  98355. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  98356. /**
  98357. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  98358. * @param id defines the id to search for
  98359. * @return the found morph target or null if not found at all.
  98360. */
  98361. getMorphTargetById(id: string): Nullable<MorphTarget>;
  98362. /**
  98363. * Gets a boolean indicating if the given mesh is active
  98364. * @param mesh defines the mesh to look for
  98365. * @returns true if the mesh is in the active list
  98366. */
  98367. isActiveMesh(mesh: AbstractMesh): boolean;
  98368. /**
  98369. * Return a unique id as a string which can serve as an identifier for the scene
  98370. */
  98371. readonly uid: string;
  98372. /**
  98373. * Add an externaly attached data from its key.
  98374. * This method call will fail and return false, if such key already exists.
  98375. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  98376. * @param key the unique key that identifies the data
  98377. * @param data the data object to associate to the key for this Engine instance
  98378. * @return true if no such key were already present and the data was added successfully, false otherwise
  98379. */
  98380. addExternalData<T>(key: string, data: T): boolean;
  98381. /**
  98382. * Get an externaly attached data from its key
  98383. * @param key the unique key that identifies the data
  98384. * @return the associated data, if present (can be null), or undefined if not present
  98385. */
  98386. getExternalData<T>(key: string): Nullable<T>;
  98387. /**
  98388. * Get an externaly attached data from its key, create it using a factory if it's not already present
  98389. * @param key the unique key that identifies the data
  98390. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  98391. * @return the associated data, can be null if the factory returned null.
  98392. */
  98393. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  98394. /**
  98395. * Remove an externaly attached data from the Engine instance
  98396. * @param key the unique key that identifies the data
  98397. * @return true if the data was successfully removed, false if it doesn't exist
  98398. */
  98399. removeExternalData(key: string): boolean;
  98400. private _evaluateSubMesh;
  98401. /**
  98402. * Clear the processed materials smart array preventing retention point in material dispose.
  98403. */
  98404. freeProcessedMaterials(): void;
  98405. private _preventFreeActiveMeshesAndRenderingGroups;
  98406. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  98407. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  98408. * when disposing several meshes in a row or a hierarchy of meshes.
  98409. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  98410. */
  98411. blockfreeActiveMeshesAndRenderingGroups: boolean;
  98412. /**
  98413. * Clear the active meshes smart array preventing retention point in mesh dispose.
  98414. */
  98415. freeActiveMeshes(): void;
  98416. /**
  98417. * Clear the info related to rendering groups preventing retention points during dispose.
  98418. */
  98419. freeRenderingGroups(): void;
  98420. /** @hidden */
  98421. _isInIntermediateRendering(): boolean;
  98422. /**
  98423. * Lambda returning the list of potentially active meshes.
  98424. */
  98425. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  98426. /**
  98427. * Lambda returning the list of potentially active sub meshes.
  98428. */
  98429. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  98430. /**
  98431. * Lambda returning the list of potentially intersecting sub meshes.
  98432. */
  98433. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  98434. /**
  98435. * Lambda returning the list of potentially colliding sub meshes.
  98436. */
  98437. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  98438. private _activeMeshesFrozen;
  98439. /**
  98440. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  98441. * @returns the current scene
  98442. */
  98443. freezeActiveMeshes(): Scene;
  98444. /**
  98445. * Use this function to restart evaluating active meshes on every frame
  98446. * @returns the current scene
  98447. */
  98448. unfreezeActiveMeshes(): Scene;
  98449. private _evaluateActiveMeshes;
  98450. private _activeMesh;
  98451. /**
  98452. * Update the transform matrix to update from the current active camera
  98453. * @param force defines a boolean used to force the update even if cache is up to date
  98454. */
  98455. updateTransformMatrix(force?: boolean): void;
  98456. private _bindFrameBuffer;
  98457. /** @hidden */
  98458. _allowPostProcessClearColor: boolean;
  98459. /** @hidden */
  98460. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  98461. private _processSubCameras;
  98462. private _checkIntersections;
  98463. /** @hidden */
  98464. _advancePhysicsEngineStep(step: number): void;
  98465. /**
  98466. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  98467. */
  98468. getDeterministicFrameTime: () => number;
  98469. /** @hidden */
  98470. _animate(): void;
  98471. /** Execute all animations (for a frame) */
  98472. animate(): void;
  98473. /**
  98474. * Render the scene
  98475. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  98476. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  98477. */
  98478. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  98479. /**
  98480. * Freeze all materials
  98481. * A frozen material will not be updatable but should be faster to render
  98482. */
  98483. freezeMaterials(): void;
  98484. /**
  98485. * Unfreeze all materials
  98486. * A frozen material will not be updatable but should be faster to render
  98487. */
  98488. unfreezeMaterials(): void;
  98489. /**
  98490. * Releases all held ressources
  98491. */
  98492. dispose(): void;
  98493. /**
  98494. * Gets if the scene is already disposed
  98495. */
  98496. readonly isDisposed: boolean;
  98497. /**
  98498. * Call this function to reduce memory footprint of the scene.
  98499. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  98500. */
  98501. clearCachedVertexData(): void;
  98502. /**
  98503. * This function will remove the local cached buffer data from texture.
  98504. * It will save memory but will prevent the texture from being rebuilt
  98505. */
  98506. cleanCachedTextureBuffer(): void;
  98507. /**
  98508. * Get the world extend vectors with an optional filter
  98509. *
  98510. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  98511. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  98512. */
  98513. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  98514. min: Vector3;
  98515. max: Vector3;
  98516. };
  98517. /**
  98518. * Creates a ray that can be used to pick in the scene
  98519. * @param x defines the x coordinate of the origin (on-screen)
  98520. * @param y defines the y coordinate of the origin (on-screen)
  98521. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98522. * @param camera defines the camera to use for the picking
  98523. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98524. * @returns a Ray
  98525. */
  98526. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  98527. /**
  98528. * Creates a ray that can be used to pick in the scene
  98529. * @param x defines the x coordinate of the origin (on-screen)
  98530. * @param y defines the y coordinate of the origin (on-screen)
  98531. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98532. * @param result defines the ray where to store the picking ray
  98533. * @param camera defines the camera to use for the picking
  98534. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98535. * @returns the current scene
  98536. */
  98537. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  98538. /**
  98539. * Creates a ray that can be used to pick in the scene
  98540. * @param x defines the x coordinate of the origin (on-screen)
  98541. * @param y defines the y coordinate of the origin (on-screen)
  98542. * @param camera defines the camera to use for the picking
  98543. * @returns a Ray
  98544. */
  98545. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  98546. /**
  98547. * Creates a ray that can be used to pick in the scene
  98548. * @param x defines the x coordinate of the origin (on-screen)
  98549. * @param y defines the y coordinate of the origin (on-screen)
  98550. * @param result defines the ray where to store the picking ray
  98551. * @param camera defines the camera to use for the picking
  98552. * @returns the current scene
  98553. */
  98554. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  98555. /** Launch a ray to try to pick a mesh in the scene
  98556. * @param x position on screen
  98557. * @param y position on screen
  98558. * @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
  98559. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  98560. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98561. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98562. * @returns a PickingInfo
  98563. */
  98564. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98565. /** Use the given ray to pick a mesh in the scene
  98566. * @param ray The ray to use to pick meshes
  98567. * @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
  98568. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  98569. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98570. * @returns a PickingInfo
  98571. */
  98572. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98573. /**
  98574. * Launch a ray to try to pick a mesh in the scene
  98575. * @param x X position on screen
  98576. * @param y Y position on screen
  98577. * @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
  98578. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98579. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98580. * @returns an array of PickingInfo
  98581. */
  98582. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98583. /**
  98584. * Launch a ray to try to pick a mesh in the scene
  98585. * @param ray Ray to use
  98586. * @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
  98587. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98588. * @returns an array of PickingInfo
  98589. */
  98590. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98591. /**
  98592. * Force the value of meshUnderPointer
  98593. * @param mesh defines the mesh to use
  98594. */
  98595. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98596. /**
  98597. * Gets the mesh under the pointer
  98598. * @returns a Mesh or null if no mesh is under the pointer
  98599. */
  98600. getPointerOverMesh(): Nullable<AbstractMesh>;
  98601. /** @hidden */
  98602. _rebuildGeometries(): void;
  98603. /** @hidden */
  98604. _rebuildTextures(): void;
  98605. private _getByTags;
  98606. /**
  98607. * Get a list of meshes by tags
  98608. * @param tagsQuery defines the tags query to use
  98609. * @param forEach defines a predicate used to filter results
  98610. * @returns an array of Mesh
  98611. */
  98612. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  98613. /**
  98614. * Get a list of cameras by tags
  98615. * @param tagsQuery defines the tags query to use
  98616. * @param forEach defines a predicate used to filter results
  98617. * @returns an array of Camera
  98618. */
  98619. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  98620. /**
  98621. * Get a list of lights by tags
  98622. * @param tagsQuery defines the tags query to use
  98623. * @param forEach defines a predicate used to filter results
  98624. * @returns an array of Light
  98625. */
  98626. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  98627. /**
  98628. * Get a list of materials by tags
  98629. * @param tagsQuery defines the tags query to use
  98630. * @param forEach defines a predicate used to filter results
  98631. * @returns an array of Material
  98632. */
  98633. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  98634. /**
  98635. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  98636. * This allowed control for front to back rendering or reversly depending of the special needs.
  98637. *
  98638. * @param renderingGroupId The rendering group id corresponding to its index
  98639. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  98640. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  98641. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  98642. */
  98643. 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;
  98644. /**
  98645. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  98646. *
  98647. * @param renderingGroupId The rendering group id corresponding to its index
  98648. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  98649. * @param depth Automatically clears depth between groups if true and autoClear is true.
  98650. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  98651. */
  98652. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  98653. /**
  98654. * Gets the current auto clear configuration for one rendering group of the rendering
  98655. * manager.
  98656. * @param index the rendering group index to get the information for
  98657. * @returns The auto clear setup for the requested rendering group
  98658. */
  98659. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  98660. private _blockMaterialDirtyMechanism;
  98661. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  98662. blockMaterialDirtyMechanism: boolean;
  98663. /**
  98664. * Will flag all materials as dirty to trigger new shader compilation
  98665. * @param flag defines the flag used to specify which material part must be marked as dirty
  98666. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  98667. */
  98668. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98669. /** @hidden */
  98670. _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;
  98671. /** @hidden */
  98672. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  98673. }
  98674. }
  98675. declare module BABYLON {
  98676. /**
  98677. * Set of assets to keep when moving a scene into an asset container.
  98678. */
  98679. export class KeepAssets extends AbstractScene {
  98680. }
  98681. /**
  98682. * Container with a set of assets that can be added or removed from a scene.
  98683. */
  98684. export class AssetContainer extends AbstractScene {
  98685. /**
  98686. * The scene the AssetContainer belongs to.
  98687. */
  98688. scene: Scene;
  98689. /**
  98690. * Instantiates an AssetContainer.
  98691. * @param scene The scene the AssetContainer belongs to.
  98692. */
  98693. constructor(scene: Scene);
  98694. /**
  98695. * Adds all the assets from the container to the scene.
  98696. */
  98697. addAllToScene(): void;
  98698. /**
  98699. * Removes all the assets in the container from the scene
  98700. */
  98701. removeAllFromScene(): void;
  98702. /**
  98703. * Disposes all the assets in the container
  98704. */
  98705. dispose(): void;
  98706. private _moveAssets;
  98707. /**
  98708. * Removes all the assets contained in the scene and adds them to the container.
  98709. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  98710. */
  98711. moveAllFromScene(keepAssets?: KeepAssets): void;
  98712. /**
  98713. * 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.
  98714. * @returns the root mesh
  98715. */
  98716. createRootMesh(): Mesh;
  98717. }
  98718. }
  98719. declare module BABYLON {
  98720. /**
  98721. * Defines how the parser contract is defined.
  98722. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  98723. */
  98724. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  98725. /**
  98726. * Defines how the individual parser contract is defined.
  98727. * These parser can parse an individual asset
  98728. */
  98729. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  98730. /**
  98731. * Base class of the scene acting as a container for the different elements composing a scene.
  98732. * This class is dynamically extended by the different components of the scene increasing
  98733. * flexibility and reducing coupling
  98734. */
  98735. export abstract class AbstractScene {
  98736. /**
  98737. * Stores the list of available parsers in the application.
  98738. */
  98739. private static _BabylonFileParsers;
  98740. /**
  98741. * Stores the list of available individual parsers in the application.
  98742. */
  98743. private static _IndividualBabylonFileParsers;
  98744. /**
  98745. * Adds a parser in the list of available ones
  98746. * @param name Defines the name of the parser
  98747. * @param parser Defines the parser to add
  98748. */
  98749. static AddParser(name: string, parser: BabylonFileParser): void;
  98750. /**
  98751. * Gets a general parser from the list of avaialble ones
  98752. * @param name Defines the name of the parser
  98753. * @returns the requested parser or null
  98754. */
  98755. static GetParser(name: string): Nullable<BabylonFileParser>;
  98756. /**
  98757. * Adds n individual parser in the list of available ones
  98758. * @param name Defines the name of the parser
  98759. * @param parser Defines the parser to add
  98760. */
  98761. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  98762. /**
  98763. * Gets an individual parser from the list of avaialble ones
  98764. * @param name Defines the name of the parser
  98765. * @returns the requested parser or null
  98766. */
  98767. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  98768. /**
  98769. * Parser json data and populate both a scene and its associated container object
  98770. * @param jsonData Defines the data to parse
  98771. * @param scene Defines the scene to parse the data for
  98772. * @param container Defines the container attached to the parsing sequence
  98773. * @param rootUrl Defines the root url of the data
  98774. */
  98775. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  98776. /**
  98777. * Gets the list of root nodes (ie. nodes with no parent)
  98778. */
  98779. rootNodes: Node[];
  98780. /** All of the cameras added to this scene
  98781. * @see http://doc.babylonjs.com/babylon101/cameras
  98782. */
  98783. cameras: Camera[];
  98784. /**
  98785. * All of the lights added to this scene
  98786. * @see http://doc.babylonjs.com/babylon101/lights
  98787. */
  98788. lights: Light[];
  98789. /**
  98790. * All of the (abstract) meshes added to this scene
  98791. */
  98792. meshes: AbstractMesh[];
  98793. /**
  98794. * The list of skeletons added to the scene
  98795. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  98796. */
  98797. skeletons: Skeleton[];
  98798. /**
  98799. * All of the particle systems added to this scene
  98800. * @see http://doc.babylonjs.com/babylon101/particles
  98801. */
  98802. particleSystems: IParticleSystem[];
  98803. /**
  98804. * Gets a list of Animations associated with the scene
  98805. */
  98806. animations: Animation[];
  98807. /**
  98808. * All of the animation groups added to this scene
  98809. * @see http://doc.babylonjs.com/how_to/group
  98810. */
  98811. animationGroups: AnimationGroup[];
  98812. /**
  98813. * All of the multi-materials added to this scene
  98814. * @see http://doc.babylonjs.com/how_to/multi_materials
  98815. */
  98816. multiMaterials: MultiMaterial[];
  98817. /**
  98818. * All of the materials added to this scene
  98819. * In the context of a Scene, it is not supposed to be modified manually.
  98820. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  98821. * Note also that the order of the Material wihin the array is not significant and might change.
  98822. * @see http://doc.babylonjs.com/babylon101/materials
  98823. */
  98824. materials: Material[];
  98825. /**
  98826. * The list of morph target managers added to the scene
  98827. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  98828. */
  98829. morphTargetManagers: MorphTargetManager[];
  98830. /**
  98831. * The list of geometries used in the scene.
  98832. */
  98833. geometries: Geometry[];
  98834. /**
  98835. * All of the tranform nodes added to this scene
  98836. * In the context of a Scene, it is not supposed to be modified manually.
  98837. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  98838. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  98839. * @see http://doc.babylonjs.com/how_to/transformnode
  98840. */
  98841. transformNodes: TransformNode[];
  98842. /**
  98843. * ActionManagers available on the scene.
  98844. */
  98845. actionManagers: AbstractActionManager[];
  98846. /**
  98847. * Textures to keep.
  98848. */
  98849. textures: BaseTexture[];
  98850. /**
  98851. * Environment texture for the scene
  98852. */
  98853. environmentTexture: Nullable<BaseTexture>;
  98854. }
  98855. }
  98856. declare module BABYLON {
  98857. /**
  98858. * Interface used to define options for Sound class
  98859. */
  98860. export interface ISoundOptions {
  98861. /**
  98862. * Does the sound autoplay once loaded.
  98863. */
  98864. autoplay?: boolean;
  98865. /**
  98866. * Does the sound loop after it finishes playing once.
  98867. */
  98868. loop?: boolean;
  98869. /**
  98870. * Sound's volume
  98871. */
  98872. volume?: number;
  98873. /**
  98874. * Is it a spatial sound?
  98875. */
  98876. spatialSound?: boolean;
  98877. /**
  98878. * Maximum distance to hear that sound
  98879. */
  98880. maxDistance?: number;
  98881. /**
  98882. * Uses user defined attenuation function
  98883. */
  98884. useCustomAttenuation?: boolean;
  98885. /**
  98886. * Define the roll off factor of spatial sounds.
  98887. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98888. */
  98889. rolloffFactor?: number;
  98890. /**
  98891. * Define the reference distance the sound should be heard perfectly.
  98892. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98893. */
  98894. refDistance?: number;
  98895. /**
  98896. * Define the distance attenuation model the sound will follow.
  98897. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98898. */
  98899. distanceModel?: string;
  98900. /**
  98901. * Defines the playback speed (1 by default)
  98902. */
  98903. playbackRate?: number;
  98904. /**
  98905. * Defines if the sound is from a streaming source
  98906. */
  98907. streaming?: boolean;
  98908. /**
  98909. * Defines an optional length (in seconds) inside the sound file
  98910. */
  98911. length?: number;
  98912. /**
  98913. * Defines an optional offset (in seconds) inside the sound file
  98914. */
  98915. offset?: number;
  98916. /**
  98917. * If true, URLs will not be required to state the audio file codec to use.
  98918. */
  98919. skipCodecCheck?: boolean;
  98920. }
  98921. /**
  98922. * Defines a sound that can be played in the application.
  98923. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  98924. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98925. */
  98926. export class Sound {
  98927. /**
  98928. * The name of the sound in the scene.
  98929. */
  98930. name: string;
  98931. /**
  98932. * Does the sound autoplay once loaded.
  98933. */
  98934. autoplay: boolean;
  98935. /**
  98936. * Does the sound loop after it finishes playing once.
  98937. */
  98938. loop: boolean;
  98939. /**
  98940. * Does the sound use a custom attenuation curve to simulate the falloff
  98941. * happening when the source gets further away from the camera.
  98942. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98943. */
  98944. useCustomAttenuation: boolean;
  98945. /**
  98946. * The sound track id this sound belongs to.
  98947. */
  98948. soundTrackId: number;
  98949. /**
  98950. * Is this sound currently played.
  98951. */
  98952. isPlaying: boolean;
  98953. /**
  98954. * Is this sound currently paused.
  98955. */
  98956. isPaused: boolean;
  98957. /**
  98958. * Does this sound enables spatial sound.
  98959. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98960. */
  98961. spatialSound: boolean;
  98962. /**
  98963. * Define the reference distance the sound should be heard perfectly.
  98964. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98965. */
  98966. refDistance: number;
  98967. /**
  98968. * Define the roll off factor of spatial sounds.
  98969. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98970. */
  98971. rolloffFactor: number;
  98972. /**
  98973. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  98974. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98975. */
  98976. maxDistance: number;
  98977. /**
  98978. * Define the distance attenuation model the sound will follow.
  98979. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98980. */
  98981. distanceModel: string;
  98982. /**
  98983. * @hidden
  98984. * Back Compat
  98985. **/
  98986. onended: () => any;
  98987. /**
  98988. * Observable event when the current playing sound finishes.
  98989. */
  98990. onEndedObservable: Observable<Sound>;
  98991. private _panningModel;
  98992. private _playbackRate;
  98993. private _streaming;
  98994. private _startTime;
  98995. private _startOffset;
  98996. private _position;
  98997. /** @hidden */
  98998. _positionInEmitterSpace: boolean;
  98999. private _localDirection;
  99000. private _volume;
  99001. private _isReadyToPlay;
  99002. private _isDirectional;
  99003. private _readyToPlayCallback;
  99004. private _audioBuffer;
  99005. private _soundSource;
  99006. private _streamingSource;
  99007. private _soundPanner;
  99008. private _soundGain;
  99009. private _inputAudioNode;
  99010. private _outputAudioNode;
  99011. private _coneInnerAngle;
  99012. private _coneOuterAngle;
  99013. private _coneOuterGain;
  99014. private _scene;
  99015. private _connectedTransformNode;
  99016. private _customAttenuationFunction;
  99017. private _registerFunc;
  99018. private _isOutputConnected;
  99019. private _htmlAudioElement;
  99020. private _urlType;
  99021. private _length?;
  99022. private _offset?;
  99023. /** @hidden */
  99024. static _SceneComponentInitialization: (scene: Scene) => void;
  99025. /**
  99026. * Create a sound and attach it to a scene
  99027. * @param name Name of your sound
  99028. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  99029. * @param scene defines the scene the sound belongs to
  99030. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  99031. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  99032. */
  99033. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  99034. /**
  99035. * Release the sound and its associated resources
  99036. */
  99037. dispose(): void;
  99038. /**
  99039. * Gets if the sounds is ready to be played or not.
  99040. * @returns true if ready, otherwise false
  99041. */
  99042. isReady(): boolean;
  99043. private _soundLoaded;
  99044. /**
  99045. * Sets the data of the sound from an audiobuffer
  99046. * @param audioBuffer The audioBuffer containing the data
  99047. */
  99048. setAudioBuffer(audioBuffer: AudioBuffer): void;
  99049. /**
  99050. * Updates the current sounds options such as maxdistance, loop...
  99051. * @param options A JSON object containing values named as the object properties
  99052. */
  99053. updateOptions(options: ISoundOptions): void;
  99054. private _createSpatialParameters;
  99055. private _updateSpatialParameters;
  99056. /**
  99057. * Switch the panning model to HRTF:
  99058. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99059. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99060. */
  99061. switchPanningModelToHRTF(): void;
  99062. /**
  99063. * Switch the panning model to Equal Power:
  99064. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99065. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99066. */
  99067. switchPanningModelToEqualPower(): void;
  99068. private _switchPanningModel;
  99069. /**
  99070. * Connect this sound to a sound track audio node like gain...
  99071. * @param soundTrackAudioNode the sound track audio node to connect to
  99072. */
  99073. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  99074. /**
  99075. * Transform this sound into a directional source
  99076. * @param coneInnerAngle Size of the inner cone in degree
  99077. * @param coneOuterAngle Size of the outer cone in degree
  99078. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  99079. */
  99080. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  99081. /**
  99082. * Gets or sets the inner angle for the directional cone.
  99083. */
  99084. /**
  99085. * Gets or sets the inner angle for the directional cone.
  99086. */
  99087. directionalConeInnerAngle: number;
  99088. /**
  99089. * Gets or sets the outer angle for the directional cone.
  99090. */
  99091. /**
  99092. * Gets or sets the outer angle for the directional cone.
  99093. */
  99094. directionalConeOuterAngle: number;
  99095. /**
  99096. * Sets the position of the emitter if spatial sound is enabled
  99097. * @param newPosition Defines the new posisiton
  99098. */
  99099. setPosition(newPosition: Vector3): void;
  99100. /**
  99101. * Sets the local direction of the emitter if spatial sound is enabled
  99102. * @param newLocalDirection Defines the new local direction
  99103. */
  99104. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  99105. private _updateDirection;
  99106. /** @hidden */
  99107. updateDistanceFromListener(): void;
  99108. /**
  99109. * Sets a new custom attenuation function for the sound.
  99110. * @param callback Defines the function used for the attenuation
  99111. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99112. */
  99113. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  99114. /**
  99115. * Play the sound
  99116. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  99117. * @param offset (optional) Start the sound at a specific time in seconds
  99118. * @param length (optional) Sound duration (in seconds)
  99119. */
  99120. play(time?: number, offset?: number, length?: number): void;
  99121. private _onended;
  99122. /**
  99123. * Stop the sound
  99124. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  99125. */
  99126. stop(time?: number): void;
  99127. /**
  99128. * Put the sound in pause
  99129. */
  99130. pause(): void;
  99131. /**
  99132. * Sets a dedicated volume for this sounds
  99133. * @param newVolume Define the new volume of the sound
  99134. * @param time Define time for gradual change to new volume
  99135. */
  99136. setVolume(newVolume: number, time?: number): void;
  99137. /**
  99138. * Set the sound play back rate
  99139. * @param newPlaybackRate Define the playback rate the sound should be played at
  99140. */
  99141. setPlaybackRate(newPlaybackRate: number): void;
  99142. /**
  99143. * Gets the volume of the sound.
  99144. * @returns the volume of the sound
  99145. */
  99146. getVolume(): number;
  99147. /**
  99148. * Attach the sound to a dedicated mesh
  99149. * @param transformNode The transform node to connect the sound with
  99150. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99151. */
  99152. attachToMesh(transformNode: TransformNode): void;
  99153. /**
  99154. * Detach the sound from the previously attached mesh
  99155. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99156. */
  99157. detachFromMesh(): void;
  99158. private _onRegisterAfterWorldMatrixUpdate;
  99159. /**
  99160. * Clone the current sound in the scene.
  99161. * @returns the new sound clone
  99162. */
  99163. clone(): Nullable<Sound>;
  99164. /**
  99165. * Gets the current underlying audio buffer containing the data
  99166. * @returns the audio buffer
  99167. */
  99168. getAudioBuffer(): Nullable<AudioBuffer>;
  99169. /**
  99170. * Serializes the Sound in a JSON representation
  99171. * @returns the JSON representation of the sound
  99172. */
  99173. serialize(): any;
  99174. /**
  99175. * Parse a JSON representation of a sound to innstantiate in a given scene
  99176. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  99177. * @param scene Define the scene the new parsed sound should be created in
  99178. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  99179. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  99180. * @returns the newly parsed sound
  99181. */
  99182. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  99183. }
  99184. }
  99185. declare module BABYLON {
  99186. /**
  99187. * This defines an action helpful to play a defined sound on a triggered action.
  99188. */
  99189. export class PlaySoundAction extends Action {
  99190. private _sound;
  99191. /**
  99192. * Instantiate the action
  99193. * @param triggerOptions defines the trigger options
  99194. * @param sound defines the sound to play
  99195. * @param condition defines the trigger related conditions
  99196. */
  99197. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99198. /** @hidden */
  99199. _prepare(): void;
  99200. /**
  99201. * Execute the action and play the sound.
  99202. */
  99203. execute(): void;
  99204. /**
  99205. * Serializes the actions and its related information.
  99206. * @param parent defines the object to serialize in
  99207. * @returns the serialized object
  99208. */
  99209. serialize(parent: any): any;
  99210. }
  99211. /**
  99212. * This defines an action helpful to stop a defined sound on a triggered action.
  99213. */
  99214. export class StopSoundAction extends Action {
  99215. private _sound;
  99216. /**
  99217. * Instantiate the action
  99218. * @param triggerOptions defines the trigger options
  99219. * @param sound defines the sound to stop
  99220. * @param condition defines the trigger related conditions
  99221. */
  99222. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99223. /** @hidden */
  99224. _prepare(): void;
  99225. /**
  99226. * Execute the action and stop the sound.
  99227. */
  99228. execute(): void;
  99229. /**
  99230. * Serializes the actions and its related information.
  99231. * @param parent defines the object to serialize in
  99232. * @returns the serialized object
  99233. */
  99234. serialize(parent: any): any;
  99235. }
  99236. }
  99237. declare module BABYLON {
  99238. /**
  99239. * This defines an action responsible to change the value of a property
  99240. * by interpolating between its current value and the newly set one once triggered.
  99241. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99242. */
  99243. export class InterpolateValueAction extends Action {
  99244. /**
  99245. * Defines the path of the property where the value should be interpolated
  99246. */
  99247. propertyPath: string;
  99248. /**
  99249. * Defines the target value at the end of the interpolation.
  99250. */
  99251. value: any;
  99252. /**
  99253. * Defines the time it will take for the property to interpolate to the value.
  99254. */
  99255. duration: number;
  99256. /**
  99257. * Defines if the other scene animations should be stopped when the action has been triggered
  99258. */
  99259. stopOtherAnimations?: boolean;
  99260. /**
  99261. * Defines a callback raised once the interpolation animation has been done.
  99262. */
  99263. onInterpolationDone?: () => void;
  99264. /**
  99265. * Observable triggered once the interpolation animation has been done.
  99266. */
  99267. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  99268. private _target;
  99269. private _effectiveTarget;
  99270. private _property;
  99271. /**
  99272. * Instantiate the action
  99273. * @param triggerOptions defines the trigger options
  99274. * @param target defines the object containing the value to interpolate
  99275. * @param propertyPath defines the path to the property in the target object
  99276. * @param value defines the target value at the end of the interpolation
  99277. * @param duration deines the time it will take for the property to interpolate to the value.
  99278. * @param condition defines the trigger related conditions
  99279. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  99280. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  99281. */
  99282. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  99283. /** @hidden */
  99284. _prepare(): void;
  99285. /**
  99286. * Execute the action starts the value interpolation.
  99287. */
  99288. execute(): void;
  99289. /**
  99290. * Serializes the actions and its related information.
  99291. * @param parent defines the object to serialize in
  99292. * @returns the serialized object
  99293. */
  99294. serialize(parent: any): any;
  99295. }
  99296. }
  99297. declare module BABYLON {
  99298. /**
  99299. * Options allowed during the creation of a sound track.
  99300. */
  99301. export interface ISoundTrackOptions {
  99302. /**
  99303. * The volume the sound track should take during creation
  99304. */
  99305. volume?: number;
  99306. /**
  99307. * Define if the sound track is the main sound track of the scene
  99308. */
  99309. mainTrack?: boolean;
  99310. }
  99311. /**
  99312. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  99313. * It will be also used in a future release to apply effects on a specific track.
  99314. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99315. */
  99316. export class SoundTrack {
  99317. /**
  99318. * The unique identifier of the sound track in the scene.
  99319. */
  99320. id: number;
  99321. /**
  99322. * The list of sounds included in the sound track.
  99323. */
  99324. soundCollection: Array<Sound>;
  99325. private _outputAudioNode;
  99326. private _scene;
  99327. private _isMainTrack;
  99328. private _connectedAnalyser;
  99329. private _options;
  99330. private _isInitialized;
  99331. /**
  99332. * Creates a new sound track.
  99333. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99334. * @param scene Define the scene the sound track belongs to
  99335. * @param options
  99336. */
  99337. constructor(scene: Scene, options?: ISoundTrackOptions);
  99338. private _initializeSoundTrackAudioGraph;
  99339. /**
  99340. * Release the sound track and its associated resources
  99341. */
  99342. dispose(): void;
  99343. /**
  99344. * Adds a sound to this sound track
  99345. * @param sound define the cound to add
  99346. * @ignoreNaming
  99347. */
  99348. AddSound(sound: Sound): void;
  99349. /**
  99350. * Removes a sound to this sound track
  99351. * @param sound define the cound to remove
  99352. * @ignoreNaming
  99353. */
  99354. RemoveSound(sound: Sound): void;
  99355. /**
  99356. * Set a global volume for the full sound track.
  99357. * @param newVolume Define the new volume of the sound track
  99358. */
  99359. setVolume(newVolume: number): void;
  99360. /**
  99361. * Switch the panning model to HRTF:
  99362. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99363. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99364. */
  99365. switchPanningModelToHRTF(): void;
  99366. /**
  99367. * Switch the panning model to Equal Power:
  99368. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99369. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99370. */
  99371. switchPanningModelToEqualPower(): void;
  99372. /**
  99373. * Connect the sound track to an audio analyser allowing some amazing
  99374. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99375. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99376. * @param analyser The analyser to connect to the engine
  99377. */
  99378. connectToAnalyser(analyser: Analyser): void;
  99379. }
  99380. }
  99381. declare module BABYLON {
  99382. interface AbstractScene {
  99383. /**
  99384. * The list of sounds used in the scene.
  99385. */
  99386. sounds: Nullable<Array<Sound>>;
  99387. }
  99388. interface Scene {
  99389. /**
  99390. * @hidden
  99391. * Backing field
  99392. */
  99393. _mainSoundTrack: SoundTrack;
  99394. /**
  99395. * The main sound track played by the scene.
  99396. * It cotains your primary collection of sounds.
  99397. */
  99398. mainSoundTrack: SoundTrack;
  99399. /**
  99400. * The list of sound tracks added to the scene
  99401. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99402. */
  99403. soundTracks: Nullable<Array<SoundTrack>>;
  99404. /**
  99405. * Gets a sound using a given name
  99406. * @param name defines the name to search for
  99407. * @return the found sound or null if not found at all.
  99408. */
  99409. getSoundByName(name: string): Nullable<Sound>;
  99410. /**
  99411. * Gets or sets if audio support is enabled
  99412. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99413. */
  99414. audioEnabled: boolean;
  99415. /**
  99416. * Gets or sets if audio will be output to headphones
  99417. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99418. */
  99419. headphone: boolean;
  99420. }
  99421. /**
  99422. * Defines the sound scene component responsible to manage any sounds
  99423. * in a given scene.
  99424. */
  99425. export class AudioSceneComponent implements ISceneSerializableComponent {
  99426. /**
  99427. * The component name helpfull to identify the component in the list of scene components.
  99428. */
  99429. readonly name: string;
  99430. /**
  99431. * The scene the component belongs to.
  99432. */
  99433. scene: Scene;
  99434. private _audioEnabled;
  99435. /**
  99436. * Gets whether audio is enabled or not.
  99437. * Please use related enable/disable method to switch state.
  99438. */
  99439. readonly audioEnabled: boolean;
  99440. private _headphone;
  99441. /**
  99442. * Gets whether audio is outputing to headphone or not.
  99443. * Please use the according Switch methods to change output.
  99444. */
  99445. readonly headphone: boolean;
  99446. /**
  99447. * Creates a new instance of the component for the given scene
  99448. * @param scene Defines the scene to register the component in
  99449. */
  99450. constructor(scene: Scene);
  99451. /**
  99452. * Registers the component in a given scene
  99453. */
  99454. register(): void;
  99455. /**
  99456. * Rebuilds the elements related to this component in case of
  99457. * context lost for instance.
  99458. */
  99459. rebuild(): void;
  99460. /**
  99461. * Serializes the component data to the specified json object
  99462. * @param serializationObject The object to serialize to
  99463. */
  99464. serialize(serializationObject: any): void;
  99465. /**
  99466. * Adds all the elements from the container to the scene
  99467. * @param container the container holding the elements
  99468. */
  99469. addFromContainer(container: AbstractScene): void;
  99470. /**
  99471. * Removes all the elements in the container from the scene
  99472. * @param container contains the elements to remove
  99473. * @param dispose if the removed element should be disposed (default: false)
  99474. */
  99475. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  99476. /**
  99477. * Disposes the component and the associated ressources.
  99478. */
  99479. dispose(): void;
  99480. /**
  99481. * Disables audio in the associated scene.
  99482. */
  99483. disableAudio(): void;
  99484. /**
  99485. * Enables audio in the associated scene.
  99486. */
  99487. enableAudio(): void;
  99488. /**
  99489. * Switch audio to headphone output.
  99490. */
  99491. switchAudioModeForHeadphones(): void;
  99492. /**
  99493. * Switch audio to normal speakers.
  99494. */
  99495. switchAudioModeForNormalSpeakers(): void;
  99496. private _afterRender;
  99497. }
  99498. }
  99499. declare module BABYLON {
  99500. /**
  99501. * Wraps one or more Sound objects and selects one with random weight for playback.
  99502. */
  99503. export class WeightedSound {
  99504. /** When true a Sound will be selected and played when the current playing Sound completes. */
  99505. loop: boolean;
  99506. private _coneInnerAngle;
  99507. private _coneOuterAngle;
  99508. private _volume;
  99509. /** A Sound is currently playing. */
  99510. isPlaying: boolean;
  99511. /** A Sound is currently paused. */
  99512. isPaused: boolean;
  99513. private _sounds;
  99514. private _weights;
  99515. private _currentIndex?;
  99516. /**
  99517. * Creates a new WeightedSound from the list of sounds given.
  99518. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  99519. * @param sounds Array of Sounds that will be selected from.
  99520. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  99521. */
  99522. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  99523. /**
  99524. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  99525. */
  99526. /**
  99527. * The size of cone in degress for a directional sound in which there will be no attenuation.
  99528. */
  99529. directionalConeInnerAngle: number;
  99530. /**
  99531. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99532. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99533. */
  99534. /**
  99535. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99536. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99537. */
  99538. directionalConeOuterAngle: number;
  99539. /**
  99540. * Playback volume.
  99541. */
  99542. /**
  99543. * Playback volume.
  99544. */
  99545. volume: number;
  99546. private _onended;
  99547. /**
  99548. * Suspend playback
  99549. */
  99550. pause(): void;
  99551. /**
  99552. * Stop playback
  99553. */
  99554. stop(): void;
  99555. /**
  99556. * Start playback.
  99557. * @param startOffset Position the clip head at a specific time in seconds.
  99558. */
  99559. play(startOffset?: number): void;
  99560. }
  99561. }
  99562. declare module BABYLON {
  99563. /**
  99564. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  99565. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99566. */
  99567. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  99568. /**
  99569. * Gets the name of the behavior.
  99570. */
  99571. readonly name: string;
  99572. /**
  99573. * The easing function used by animations
  99574. */
  99575. static EasingFunction: BackEase;
  99576. /**
  99577. * The easing mode used by animations
  99578. */
  99579. static EasingMode: number;
  99580. /**
  99581. * The duration of the animation, in milliseconds
  99582. */
  99583. transitionDuration: number;
  99584. /**
  99585. * Length of the distance animated by the transition when lower radius is reached
  99586. */
  99587. lowerRadiusTransitionRange: number;
  99588. /**
  99589. * Length of the distance animated by the transition when upper radius is reached
  99590. */
  99591. upperRadiusTransitionRange: number;
  99592. private _autoTransitionRange;
  99593. /**
  99594. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99595. */
  99596. /**
  99597. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99598. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  99599. */
  99600. autoTransitionRange: boolean;
  99601. private _attachedCamera;
  99602. private _onAfterCheckInputsObserver;
  99603. private _onMeshTargetChangedObserver;
  99604. /**
  99605. * Initializes the behavior.
  99606. */
  99607. init(): void;
  99608. /**
  99609. * Attaches the behavior to its arc rotate camera.
  99610. * @param camera Defines the camera to attach the behavior to
  99611. */
  99612. attach(camera: ArcRotateCamera): void;
  99613. /**
  99614. * Detaches the behavior from its current arc rotate camera.
  99615. */
  99616. detach(): void;
  99617. private _radiusIsAnimating;
  99618. private _radiusBounceTransition;
  99619. private _animatables;
  99620. private _cachedWheelPrecision;
  99621. /**
  99622. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  99623. * @param radiusLimit The limit to check against.
  99624. * @return Bool to indicate if at limit.
  99625. */
  99626. private _isRadiusAtLimit;
  99627. /**
  99628. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  99629. * @param radiusDelta The delta by which to animate to. Can be negative.
  99630. */
  99631. private _applyBoundRadiusAnimation;
  99632. /**
  99633. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  99634. */
  99635. protected _clearAnimationLocks(): void;
  99636. /**
  99637. * Stops and removes all animations that have been applied to the camera
  99638. */
  99639. stopAllAnimations(): void;
  99640. }
  99641. }
  99642. declare module BABYLON {
  99643. /**
  99644. * 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.
  99645. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99646. */
  99647. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  99648. /**
  99649. * Gets the name of the behavior.
  99650. */
  99651. readonly name: string;
  99652. private _mode;
  99653. private _radiusScale;
  99654. private _positionScale;
  99655. private _defaultElevation;
  99656. private _elevationReturnTime;
  99657. private _elevationReturnWaitTime;
  99658. private _zoomStopsAnimation;
  99659. private _framingTime;
  99660. /**
  99661. * The easing function used by animations
  99662. */
  99663. static EasingFunction: ExponentialEase;
  99664. /**
  99665. * The easing mode used by animations
  99666. */
  99667. static EasingMode: number;
  99668. /**
  99669. * Sets the current mode used by the behavior
  99670. */
  99671. /**
  99672. * Gets current mode used by the behavior.
  99673. */
  99674. mode: number;
  99675. /**
  99676. * Sets the scale applied to the radius (1 by default)
  99677. */
  99678. /**
  99679. * Gets the scale applied to the radius
  99680. */
  99681. radiusScale: number;
  99682. /**
  99683. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99684. */
  99685. /**
  99686. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99687. */
  99688. positionScale: number;
  99689. /**
  99690. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99691. * behaviour is triggered, in radians.
  99692. */
  99693. /**
  99694. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99695. * behaviour is triggered, in radians.
  99696. */
  99697. defaultElevation: number;
  99698. /**
  99699. * Sets the time (in milliseconds) taken to return to the default beta position.
  99700. * Negative value indicates camera should not return to default.
  99701. */
  99702. /**
  99703. * Gets the time (in milliseconds) taken to return to the default beta position.
  99704. * Negative value indicates camera should not return to default.
  99705. */
  99706. elevationReturnTime: number;
  99707. /**
  99708. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99709. */
  99710. /**
  99711. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99712. */
  99713. elevationReturnWaitTime: number;
  99714. /**
  99715. * Sets the flag that indicates if user zooming should stop animation.
  99716. */
  99717. /**
  99718. * Gets the flag that indicates if user zooming should stop animation.
  99719. */
  99720. zoomStopsAnimation: boolean;
  99721. /**
  99722. * Sets the transition time when framing the mesh, in milliseconds
  99723. */
  99724. /**
  99725. * Gets the transition time when framing the mesh, in milliseconds
  99726. */
  99727. framingTime: number;
  99728. /**
  99729. * Define if the behavior should automatically change the configured
  99730. * camera limits and sensibilities.
  99731. */
  99732. autoCorrectCameraLimitsAndSensibility: boolean;
  99733. private _onPrePointerObservableObserver;
  99734. private _onAfterCheckInputsObserver;
  99735. private _onMeshTargetChangedObserver;
  99736. private _attachedCamera;
  99737. private _isPointerDown;
  99738. private _lastInteractionTime;
  99739. /**
  99740. * Initializes the behavior.
  99741. */
  99742. init(): void;
  99743. /**
  99744. * Attaches the behavior to its arc rotate camera.
  99745. * @param camera Defines the camera to attach the behavior to
  99746. */
  99747. attach(camera: ArcRotateCamera): void;
  99748. /**
  99749. * Detaches the behavior from its current arc rotate camera.
  99750. */
  99751. detach(): void;
  99752. private _animatables;
  99753. private _betaIsAnimating;
  99754. private _betaTransition;
  99755. private _radiusTransition;
  99756. private _vectorTransition;
  99757. /**
  99758. * Targets the given mesh and updates zoom level accordingly.
  99759. * @param mesh The mesh to target.
  99760. * @param radius Optional. If a cached radius position already exists, overrides default.
  99761. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99762. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99763. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99764. */
  99765. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99766. /**
  99767. * Targets the given mesh with its children and updates zoom level accordingly.
  99768. * @param mesh The mesh to target.
  99769. * @param radius Optional. If a cached radius position already exists, overrides default.
  99770. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99771. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99772. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99773. */
  99774. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99775. /**
  99776. * Targets the given meshes with their children and updates zoom level accordingly.
  99777. * @param meshes The mesh to target.
  99778. * @param radius Optional. If a cached radius position already exists, overrides default.
  99779. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99780. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99781. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99782. */
  99783. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99784. /**
  99785. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  99786. * @param minimumWorld Determines the smaller position of the bounding box extend
  99787. * @param maximumWorld Determines the bigger position of the bounding box extend
  99788. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99789. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99790. */
  99791. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99792. /**
  99793. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  99794. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  99795. * frustum width.
  99796. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  99797. * to fully enclose the mesh in the viewing frustum.
  99798. */
  99799. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  99800. /**
  99801. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  99802. * is automatically returned to its default position (expected to be above ground plane).
  99803. */
  99804. private _maintainCameraAboveGround;
  99805. /**
  99806. * Returns the frustum slope based on the canvas ratio and camera FOV
  99807. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  99808. */
  99809. private _getFrustumSlope;
  99810. /**
  99811. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  99812. */
  99813. private _clearAnimationLocks;
  99814. /**
  99815. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99816. */
  99817. private _applyUserInteraction;
  99818. /**
  99819. * Stops and removes all animations that have been applied to the camera
  99820. */
  99821. stopAllAnimations(): void;
  99822. /**
  99823. * Gets a value indicating if the user is moving the camera
  99824. */
  99825. readonly isUserIsMoving: boolean;
  99826. /**
  99827. * The camera can move all the way towards the mesh.
  99828. */
  99829. static IgnoreBoundsSizeMode: number;
  99830. /**
  99831. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  99832. */
  99833. static FitFrustumSidesMode: number;
  99834. }
  99835. }
  99836. declare module BABYLON {
  99837. /**
  99838. * Base class for Camera Pointer Inputs.
  99839. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  99840. * for example usage.
  99841. */
  99842. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  99843. /**
  99844. * Defines the camera the input is attached to.
  99845. */
  99846. abstract camera: Camera;
  99847. /**
  99848. * Whether keyboard modifier keys are pressed at time of last mouse event.
  99849. */
  99850. protected _altKey: boolean;
  99851. protected _ctrlKey: boolean;
  99852. protected _metaKey: boolean;
  99853. protected _shiftKey: boolean;
  99854. /**
  99855. * Which mouse buttons were pressed at time of last mouse event.
  99856. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  99857. */
  99858. protected _buttonsPressed: number;
  99859. /**
  99860. * Defines the buttons associated with the input to handle camera move.
  99861. */
  99862. buttons: number[];
  99863. /**
  99864. * Attach the input controls to a specific dom element to get the input from.
  99865. * @param element Defines the element the controls should be listened from
  99866. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99867. */
  99868. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99869. /**
  99870. * Detach the current controls from the specified dom element.
  99871. * @param element Defines the element to stop listening the inputs from
  99872. */
  99873. detachControl(element: Nullable<HTMLElement>): void;
  99874. /**
  99875. * Gets the class name of the current input.
  99876. * @returns the class name
  99877. */
  99878. getClassName(): string;
  99879. /**
  99880. * Get the friendly name associated with the input class.
  99881. * @returns the input friendly name
  99882. */
  99883. getSimpleName(): string;
  99884. /**
  99885. * Called on pointer POINTERDOUBLETAP event.
  99886. * Override this method to provide functionality on POINTERDOUBLETAP event.
  99887. */
  99888. protected onDoubleTap(type: string): void;
  99889. /**
  99890. * Called on pointer POINTERMOVE event if only a single touch is active.
  99891. * Override this method to provide functionality.
  99892. */
  99893. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99894. /**
  99895. * Called on pointer POINTERMOVE event if multiple touches are active.
  99896. * Override this method to provide functionality.
  99897. */
  99898. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99899. /**
  99900. * Called on JS contextmenu event.
  99901. * Override this method to provide functionality.
  99902. */
  99903. protected onContextMenu(evt: PointerEvent): void;
  99904. /**
  99905. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99906. * press.
  99907. * Override this method to provide functionality.
  99908. */
  99909. protected onButtonDown(evt: PointerEvent): void;
  99910. /**
  99911. * Called each time a new POINTERUP event occurs. Ie, for each button
  99912. * release.
  99913. * Override this method to provide functionality.
  99914. */
  99915. protected onButtonUp(evt: PointerEvent): void;
  99916. /**
  99917. * Called when window becomes inactive.
  99918. * Override this method to provide functionality.
  99919. */
  99920. protected onLostFocus(): void;
  99921. private _pointerInput;
  99922. private _observer;
  99923. private _onLostFocus;
  99924. private pointA;
  99925. private pointB;
  99926. }
  99927. }
  99928. declare module BABYLON {
  99929. /**
  99930. * Manage the pointers inputs to control an arc rotate camera.
  99931. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99932. */
  99933. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  99934. /**
  99935. * Defines the camera the input is attached to.
  99936. */
  99937. camera: ArcRotateCamera;
  99938. /**
  99939. * Gets the class name of the current input.
  99940. * @returns the class name
  99941. */
  99942. getClassName(): string;
  99943. /**
  99944. * Defines the buttons associated with the input to handle camera move.
  99945. */
  99946. buttons: number[];
  99947. /**
  99948. * Defines the pointer angular sensibility along the X axis or how fast is
  99949. * the camera rotating.
  99950. */
  99951. angularSensibilityX: number;
  99952. /**
  99953. * Defines the pointer angular sensibility along the Y axis or how fast is
  99954. * the camera rotating.
  99955. */
  99956. angularSensibilityY: number;
  99957. /**
  99958. * Defines the pointer pinch precision or how fast is the camera zooming.
  99959. */
  99960. pinchPrecision: number;
  99961. /**
  99962. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  99963. * from 0.
  99964. * It defines the percentage of current camera.radius to use as delta when
  99965. * pinch zoom is used.
  99966. */
  99967. pinchDeltaPercentage: number;
  99968. /**
  99969. * Defines the pointer panning sensibility or how fast is the camera moving.
  99970. */
  99971. panningSensibility: number;
  99972. /**
  99973. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  99974. */
  99975. multiTouchPanning: boolean;
  99976. /**
  99977. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  99978. * zoom (pinch) through multitouch.
  99979. */
  99980. multiTouchPanAndZoom: boolean;
  99981. /**
  99982. * Revers pinch action direction.
  99983. */
  99984. pinchInwards: boolean;
  99985. private _isPanClick;
  99986. private _twoFingerActivityCount;
  99987. private _isPinching;
  99988. /**
  99989. * Called on pointer POINTERMOVE event if only a single touch is active.
  99990. */
  99991. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99992. /**
  99993. * Called on pointer POINTERDOUBLETAP event.
  99994. */
  99995. protected onDoubleTap(type: string): void;
  99996. /**
  99997. * Called on pointer POINTERMOVE event if multiple touches are active.
  99998. */
  99999. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100000. /**
  100001. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100002. * press.
  100003. */
  100004. protected onButtonDown(evt: PointerEvent): void;
  100005. /**
  100006. * Called each time a new POINTERUP event occurs. Ie, for each button
  100007. * release.
  100008. */
  100009. protected onButtonUp(evt: PointerEvent): void;
  100010. /**
  100011. * Called when window becomes inactive.
  100012. */
  100013. protected onLostFocus(): void;
  100014. }
  100015. }
  100016. declare module BABYLON {
  100017. /**
  100018. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  100019. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100020. */
  100021. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  100022. /**
  100023. * Defines the camera the input is attached to.
  100024. */
  100025. camera: ArcRotateCamera;
  100026. /**
  100027. * Defines the list of key codes associated with the up action (increase alpha)
  100028. */
  100029. keysUp: number[];
  100030. /**
  100031. * Defines the list of key codes associated with the down action (decrease alpha)
  100032. */
  100033. keysDown: number[];
  100034. /**
  100035. * Defines the list of key codes associated with the left action (increase beta)
  100036. */
  100037. keysLeft: number[];
  100038. /**
  100039. * Defines the list of key codes associated with the right action (decrease beta)
  100040. */
  100041. keysRight: number[];
  100042. /**
  100043. * Defines the list of key codes associated with the reset action.
  100044. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  100045. */
  100046. keysReset: number[];
  100047. /**
  100048. * Defines the panning sensibility of the inputs.
  100049. * (How fast is the camera paning)
  100050. */
  100051. panningSensibility: number;
  100052. /**
  100053. * Defines the zooming sensibility of the inputs.
  100054. * (How fast is the camera zooming)
  100055. */
  100056. zoomingSensibility: number;
  100057. /**
  100058. * Defines wether maintaining the alt key down switch the movement mode from
  100059. * orientation to zoom.
  100060. */
  100061. useAltToZoom: boolean;
  100062. /**
  100063. * Rotation speed of the camera
  100064. */
  100065. angularSpeed: number;
  100066. private _keys;
  100067. private _ctrlPressed;
  100068. private _altPressed;
  100069. private _onCanvasBlurObserver;
  100070. private _onKeyboardObserver;
  100071. private _engine;
  100072. private _scene;
  100073. /**
  100074. * Attach the input controls to a specific dom element to get the input from.
  100075. * @param element Defines the element the controls should be listened from
  100076. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100077. */
  100078. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100079. /**
  100080. * Detach the current controls from the specified dom element.
  100081. * @param element Defines the element to stop listening the inputs from
  100082. */
  100083. detachControl(element: Nullable<HTMLElement>): void;
  100084. /**
  100085. * Update the current camera state depending on the inputs that have been used this frame.
  100086. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100087. */
  100088. checkInputs(): void;
  100089. /**
  100090. * Gets the class name of the current intput.
  100091. * @returns the class name
  100092. */
  100093. getClassName(): string;
  100094. /**
  100095. * Get the friendly name associated with the input class.
  100096. * @returns the input friendly name
  100097. */
  100098. getSimpleName(): string;
  100099. }
  100100. }
  100101. declare module BABYLON {
  100102. /**
  100103. * Manage the mouse wheel inputs to control an arc rotate camera.
  100104. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100105. */
  100106. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  100107. /**
  100108. * Defines the camera the input is attached to.
  100109. */
  100110. camera: ArcRotateCamera;
  100111. /**
  100112. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100113. */
  100114. wheelPrecision: number;
  100115. /**
  100116. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  100117. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  100118. */
  100119. wheelDeltaPercentage: number;
  100120. private _wheel;
  100121. private _observer;
  100122. private computeDeltaFromMouseWheelLegacyEvent;
  100123. /**
  100124. * Attach the input controls to a specific dom element to get the input from.
  100125. * @param element Defines the element the controls should be listened from
  100126. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100127. */
  100128. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100129. /**
  100130. * Detach the current controls from the specified dom element.
  100131. * @param element Defines the element to stop listening the inputs from
  100132. */
  100133. detachControl(element: Nullable<HTMLElement>): void;
  100134. /**
  100135. * Gets the class name of the current intput.
  100136. * @returns the class name
  100137. */
  100138. getClassName(): string;
  100139. /**
  100140. * Get the friendly name associated with the input class.
  100141. * @returns the input friendly name
  100142. */
  100143. getSimpleName(): string;
  100144. }
  100145. }
  100146. declare module BABYLON {
  100147. /**
  100148. * Default Inputs manager for the ArcRotateCamera.
  100149. * It groups all the default supported inputs for ease of use.
  100150. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100151. */
  100152. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  100153. /**
  100154. * Instantiates a new ArcRotateCameraInputsManager.
  100155. * @param camera Defines the camera the inputs belong to
  100156. */
  100157. constructor(camera: ArcRotateCamera);
  100158. /**
  100159. * Add mouse wheel input support to the input manager.
  100160. * @returns the current input manager
  100161. */
  100162. addMouseWheel(): ArcRotateCameraInputsManager;
  100163. /**
  100164. * Add pointers input support to the input manager.
  100165. * @returns the current input manager
  100166. */
  100167. addPointers(): ArcRotateCameraInputsManager;
  100168. /**
  100169. * Add keyboard input support to the input manager.
  100170. * @returns the current input manager
  100171. */
  100172. addKeyboard(): ArcRotateCameraInputsManager;
  100173. }
  100174. }
  100175. declare module BABYLON {
  100176. /**
  100177. * This represents an orbital type of camera.
  100178. *
  100179. * 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.
  100180. * 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.
  100181. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  100182. */
  100183. export class ArcRotateCamera extends TargetCamera {
  100184. /**
  100185. * Defines the rotation angle of the camera along the longitudinal axis.
  100186. */
  100187. alpha: number;
  100188. /**
  100189. * Defines the rotation angle of the camera along the latitudinal axis.
  100190. */
  100191. beta: number;
  100192. /**
  100193. * Defines the radius of the camera from it s target point.
  100194. */
  100195. radius: number;
  100196. protected _target: Vector3;
  100197. protected _targetHost: Nullable<AbstractMesh>;
  100198. /**
  100199. * Defines the target point of the camera.
  100200. * The camera looks towards it form the radius distance.
  100201. */
  100202. target: Vector3;
  100203. /**
  100204. * Define the current local position of the camera in the scene
  100205. */
  100206. position: Vector3;
  100207. protected _upVector: Vector3;
  100208. protected _upToYMatrix: Matrix;
  100209. protected _YToUpMatrix: Matrix;
  100210. /**
  100211. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  100212. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  100213. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  100214. */
  100215. upVector: Vector3;
  100216. /**
  100217. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  100218. */
  100219. setMatUp(): void;
  100220. /**
  100221. * Current inertia value on the longitudinal axis.
  100222. * The bigger this number the longer it will take for the camera to stop.
  100223. */
  100224. inertialAlphaOffset: number;
  100225. /**
  100226. * Current inertia value on the latitudinal axis.
  100227. * The bigger this number the longer it will take for the camera to stop.
  100228. */
  100229. inertialBetaOffset: number;
  100230. /**
  100231. * Current inertia value on the radius axis.
  100232. * The bigger this number the longer it will take for the camera to stop.
  100233. */
  100234. inertialRadiusOffset: number;
  100235. /**
  100236. * Minimum allowed angle on the longitudinal axis.
  100237. * This can help limiting how the Camera is able to move in the scene.
  100238. */
  100239. lowerAlphaLimit: Nullable<number>;
  100240. /**
  100241. * Maximum allowed angle on the longitudinal axis.
  100242. * This can help limiting how the Camera is able to move in the scene.
  100243. */
  100244. upperAlphaLimit: Nullable<number>;
  100245. /**
  100246. * Minimum allowed angle on the latitudinal axis.
  100247. * This can help limiting how the Camera is able to move in the scene.
  100248. */
  100249. lowerBetaLimit: number;
  100250. /**
  100251. * Maximum allowed angle on the latitudinal axis.
  100252. * This can help limiting how the Camera is able to move in the scene.
  100253. */
  100254. upperBetaLimit: number;
  100255. /**
  100256. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  100257. * This can help limiting how the Camera is able to move in the scene.
  100258. */
  100259. lowerRadiusLimit: Nullable<number>;
  100260. /**
  100261. * Maximum allowed distance of the camera to the target (The camera can not get further).
  100262. * This can help limiting how the Camera is able to move in the scene.
  100263. */
  100264. upperRadiusLimit: Nullable<number>;
  100265. /**
  100266. * Defines the current inertia value used during panning of the camera along the X axis.
  100267. */
  100268. inertialPanningX: number;
  100269. /**
  100270. * Defines the current inertia value used during panning of the camera along the Y axis.
  100271. */
  100272. inertialPanningY: number;
  100273. /**
  100274. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  100275. * Basically if your fingers moves away from more than this distance you will be considered
  100276. * in pinch mode.
  100277. */
  100278. pinchToPanMaxDistance: number;
  100279. /**
  100280. * Defines the maximum distance the camera can pan.
  100281. * This could help keeping the cammera always in your scene.
  100282. */
  100283. panningDistanceLimit: Nullable<number>;
  100284. /**
  100285. * Defines the target of the camera before paning.
  100286. */
  100287. panningOriginTarget: Vector3;
  100288. /**
  100289. * Defines the value of the inertia used during panning.
  100290. * 0 would mean stop inertia and one would mean no decelleration at all.
  100291. */
  100292. panningInertia: number;
  100293. /**
  100294. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  100295. */
  100296. angularSensibilityX: number;
  100297. /**
  100298. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  100299. */
  100300. angularSensibilityY: number;
  100301. /**
  100302. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  100303. */
  100304. pinchPrecision: number;
  100305. /**
  100306. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  100307. * It will be used instead of pinchDeltaPrecision if different from 0.
  100308. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100309. */
  100310. pinchDeltaPercentage: number;
  100311. /**
  100312. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  100313. */
  100314. panningSensibility: number;
  100315. /**
  100316. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  100317. */
  100318. keysUp: number[];
  100319. /**
  100320. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  100321. */
  100322. keysDown: number[];
  100323. /**
  100324. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  100325. */
  100326. keysLeft: number[];
  100327. /**
  100328. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  100329. */
  100330. keysRight: number[];
  100331. /**
  100332. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100333. */
  100334. wheelPrecision: number;
  100335. /**
  100336. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  100337. * It will be used instead of pinchDeltaPrecision if different from 0.
  100338. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100339. */
  100340. wheelDeltaPercentage: number;
  100341. /**
  100342. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  100343. */
  100344. zoomOnFactor: number;
  100345. /**
  100346. * Defines a screen offset for the camera position.
  100347. */
  100348. targetScreenOffset: Vector2;
  100349. /**
  100350. * Allows the camera to be completely reversed.
  100351. * If false the camera can not arrive upside down.
  100352. */
  100353. allowUpsideDown: boolean;
  100354. /**
  100355. * Define if double tap/click is used to restore the previously saved state of the camera.
  100356. */
  100357. useInputToRestoreState: boolean;
  100358. /** @hidden */
  100359. _viewMatrix: Matrix;
  100360. /** @hidden */
  100361. _useCtrlForPanning: boolean;
  100362. /** @hidden */
  100363. _panningMouseButton: number;
  100364. /**
  100365. * Defines the input associated to the camera.
  100366. */
  100367. inputs: ArcRotateCameraInputsManager;
  100368. /** @hidden */
  100369. _reset: () => void;
  100370. /**
  100371. * Defines the allowed panning axis.
  100372. */
  100373. panningAxis: Vector3;
  100374. protected _localDirection: Vector3;
  100375. protected _transformedDirection: Vector3;
  100376. private _bouncingBehavior;
  100377. /**
  100378. * Gets the bouncing behavior of the camera if it has been enabled.
  100379. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100380. */
  100381. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  100382. /**
  100383. * Defines if the bouncing behavior of the camera is enabled on the camera.
  100384. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100385. */
  100386. useBouncingBehavior: boolean;
  100387. private _framingBehavior;
  100388. /**
  100389. * Gets the framing behavior of the camera if it has been enabled.
  100390. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100391. */
  100392. readonly framingBehavior: Nullable<FramingBehavior>;
  100393. /**
  100394. * Defines if the framing behavior of the camera is enabled on the camera.
  100395. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100396. */
  100397. useFramingBehavior: boolean;
  100398. private _autoRotationBehavior;
  100399. /**
  100400. * Gets the auto rotation behavior of the camera if it has been enabled.
  100401. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100402. */
  100403. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  100404. /**
  100405. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  100406. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100407. */
  100408. useAutoRotationBehavior: boolean;
  100409. /**
  100410. * Observable triggered when the mesh target has been changed on the camera.
  100411. */
  100412. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  100413. /**
  100414. * Event raised when the camera is colliding with a mesh.
  100415. */
  100416. onCollide: (collidedMesh: AbstractMesh) => void;
  100417. /**
  100418. * Defines whether the camera should check collision with the objects oh the scene.
  100419. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  100420. */
  100421. checkCollisions: boolean;
  100422. /**
  100423. * Defines the collision radius of the camera.
  100424. * This simulates a sphere around the camera.
  100425. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100426. */
  100427. collisionRadius: Vector3;
  100428. protected _collider: Collider;
  100429. protected _previousPosition: Vector3;
  100430. protected _collisionVelocity: Vector3;
  100431. protected _newPosition: Vector3;
  100432. protected _previousAlpha: number;
  100433. protected _previousBeta: number;
  100434. protected _previousRadius: number;
  100435. protected _collisionTriggered: boolean;
  100436. protected _targetBoundingCenter: Nullable<Vector3>;
  100437. private _computationVector;
  100438. /**
  100439. * Instantiates a new ArcRotateCamera in a given scene
  100440. * @param name Defines the name of the camera
  100441. * @param alpha Defines the camera rotation along the logitudinal axis
  100442. * @param beta Defines the camera rotation along the latitudinal axis
  100443. * @param radius Defines the camera distance from its target
  100444. * @param target Defines the camera target
  100445. * @param scene Defines the scene the camera belongs to
  100446. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  100447. */
  100448. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100449. /** @hidden */
  100450. _initCache(): void;
  100451. /** @hidden */
  100452. _updateCache(ignoreParentClass?: boolean): void;
  100453. protected _getTargetPosition(): Vector3;
  100454. private _storedAlpha;
  100455. private _storedBeta;
  100456. private _storedRadius;
  100457. private _storedTarget;
  100458. /**
  100459. * Stores the current state of the camera (alpha, beta, radius and target)
  100460. * @returns the camera itself
  100461. */
  100462. storeState(): Camera;
  100463. /**
  100464. * @hidden
  100465. * Restored camera state. You must call storeState() first
  100466. */
  100467. _restoreStateValues(): boolean;
  100468. /** @hidden */
  100469. _isSynchronizedViewMatrix(): boolean;
  100470. /**
  100471. * Attached controls to the current camera.
  100472. * @param element Defines the element the controls should be listened from
  100473. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100474. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  100475. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  100476. */
  100477. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  100478. /**
  100479. * Detach the current controls from the camera.
  100480. * The camera will stop reacting to inputs.
  100481. * @param element Defines the element to stop listening the inputs from
  100482. */
  100483. detachControl(element: HTMLElement): void;
  100484. /** @hidden */
  100485. _checkInputs(): void;
  100486. protected _checkLimits(): void;
  100487. /**
  100488. * Rebuilds angles (alpha, beta) and radius from the give position and target
  100489. */
  100490. rebuildAnglesAndRadius(): void;
  100491. /**
  100492. * Use a position to define the current camera related information like aplha, beta and radius
  100493. * @param position Defines the position to set the camera at
  100494. */
  100495. setPosition(position: Vector3): void;
  100496. /**
  100497. * Defines the target the camera should look at.
  100498. * This will automatically adapt alpha beta and radius to fit within the new target.
  100499. * @param target Defines the new target as a Vector or a mesh
  100500. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  100501. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  100502. */
  100503. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  100504. /** @hidden */
  100505. _getViewMatrix(): Matrix;
  100506. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  100507. /**
  100508. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  100509. * @param meshes Defines the mesh to zoom on
  100510. * @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)
  100511. */
  100512. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  100513. /**
  100514. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  100515. * The target will be changed but the radius
  100516. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  100517. * @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)
  100518. */
  100519. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  100520. min: Vector3;
  100521. max: Vector3;
  100522. distance: number;
  100523. }, doNotUpdateMaxZ?: boolean): void;
  100524. /**
  100525. * @override
  100526. * Override Camera.createRigCamera
  100527. */
  100528. createRigCamera(name: string, cameraIndex: number): Camera;
  100529. /**
  100530. * @hidden
  100531. * @override
  100532. * Override Camera._updateRigCameras
  100533. */
  100534. _updateRigCameras(): void;
  100535. /**
  100536. * Destroy the camera and release the current resources hold by it.
  100537. */
  100538. dispose(): void;
  100539. /**
  100540. * Gets the current object class name.
  100541. * @return the class name
  100542. */
  100543. getClassName(): string;
  100544. }
  100545. }
  100546. declare module BABYLON {
  100547. /**
  100548. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  100549. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100550. */
  100551. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  100552. /**
  100553. * Gets the name of the behavior.
  100554. */
  100555. readonly name: string;
  100556. private _zoomStopsAnimation;
  100557. private _idleRotationSpeed;
  100558. private _idleRotationWaitTime;
  100559. private _idleRotationSpinupTime;
  100560. /**
  100561. * Sets the flag that indicates if user zooming should stop animation.
  100562. */
  100563. /**
  100564. * Gets the flag that indicates if user zooming should stop animation.
  100565. */
  100566. zoomStopsAnimation: boolean;
  100567. /**
  100568. * Sets the default speed at which the camera rotates around the model.
  100569. */
  100570. /**
  100571. * Gets the default speed at which the camera rotates around the model.
  100572. */
  100573. idleRotationSpeed: number;
  100574. /**
  100575. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  100576. */
  100577. /**
  100578. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  100579. */
  100580. idleRotationWaitTime: number;
  100581. /**
  100582. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100583. */
  100584. /**
  100585. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100586. */
  100587. idleRotationSpinupTime: number;
  100588. /**
  100589. * Gets a value indicating if the camera is currently rotating because of this behavior
  100590. */
  100591. readonly rotationInProgress: boolean;
  100592. private _onPrePointerObservableObserver;
  100593. private _onAfterCheckInputsObserver;
  100594. private _attachedCamera;
  100595. private _isPointerDown;
  100596. private _lastFrameTime;
  100597. private _lastInteractionTime;
  100598. private _cameraRotationSpeed;
  100599. /**
  100600. * Initializes the behavior.
  100601. */
  100602. init(): void;
  100603. /**
  100604. * Attaches the behavior to its arc rotate camera.
  100605. * @param camera Defines the camera to attach the behavior to
  100606. */
  100607. attach(camera: ArcRotateCamera): void;
  100608. /**
  100609. * Detaches the behavior from its current arc rotate camera.
  100610. */
  100611. detach(): void;
  100612. /**
  100613. * Returns true if user is scrolling.
  100614. * @return true if user is scrolling.
  100615. */
  100616. private _userIsZooming;
  100617. private _lastFrameRadius;
  100618. private _shouldAnimationStopForInteraction;
  100619. /**
  100620. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100621. */
  100622. private _applyUserInteraction;
  100623. private _userIsMoving;
  100624. }
  100625. }
  100626. declare module BABYLON {
  100627. /**
  100628. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  100629. */
  100630. export class AttachToBoxBehavior implements Behavior<Mesh> {
  100631. private ui;
  100632. /**
  100633. * The name of the behavior
  100634. */
  100635. name: string;
  100636. /**
  100637. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  100638. */
  100639. distanceAwayFromFace: number;
  100640. /**
  100641. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  100642. */
  100643. distanceAwayFromBottomOfFace: number;
  100644. private _faceVectors;
  100645. private _target;
  100646. private _scene;
  100647. private _onRenderObserver;
  100648. private _tmpMatrix;
  100649. private _tmpVector;
  100650. /**
  100651. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  100652. * @param ui The transform node that should be attched to the mesh
  100653. */
  100654. constructor(ui: TransformNode);
  100655. /**
  100656. * Initializes the behavior
  100657. */
  100658. init(): void;
  100659. private _closestFace;
  100660. private _zeroVector;
  100661. private _lookAtTmpMatrix;
  100662. private _lookAtToRef;
  100663. /**
  100664. * Attaches the AttachToBoxBehavior to the passed in mesh
  100665. * @param target The mesh that the specified node will be attached to
  100666. */
  100667. attach(target: Mesh): void;
  100668. /**
  100669. * Detaches the behavior from the mesh
  100670. */
  100671. detach(): void;
  100672. }
  100673. }
  100674. declare module BABYLON {
  100675. /**
  100676. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  100677. */
  100678. export class FadeInOutBehavior implements Behavior<Mesh> {
  100679. /**
  100680. * Time in milliseconds to delay before fading in (Default: 0)
  100681. */
  100682. delay: number;
  100683. /**
  100684. * Time in milliseconds for the mesh to fade in (Default: 300)
  100685. */
  100686. fadeInTime: number;
  100687. private _millisecondsPerFrame;
  100688. private _hovered;
  100689. private _hoverValue;
  100690. private _ownerNode;
  100691. /**
  100692. * Instatiates the FadeInOutBehavior
  100693. */
  100694. constructor();
  100695. /**
  100696. * The name of the behavior
  100697. */
  100698. readonly name: string;
  100699. /**
  100700. * Initializes the behavior
  100701. */
  100702. init(): void;
  100703. /**
  100704. * Attaches the fade behavior on the passed in mesh
  100705. * @param ownerNode The mesh that will be faded in/out once attached
  100706. */
  100707. attach(ownerNode: Mesh): void;
  100708. /**
  100709. * Detaches the behavior from the mesh
  100710. */
  100711. detach(): void;
  100712. /**
  100713. * Triggers the mesh to begin fading in or out
  100714. * @param value if the object should fade in or out (true to fade in)
  100715. */
  100716. fadeIn(value: boolean): void;
  100717. private _update;
  100718. private _setAllVisibility;
  100719. }
  100720. }
  100721. declare module BABYLON {
  100722. /**
  100723. * Class containing a set of static utilities functions for managing Pivots
  100724. * @hidden
  100725. */
  100726. export class PivotTools {
  100727. private static _PivotCached;
  100728. private static _OldPivotPoint;
  100729. private static _PivotTranslation;
  100730. private static _PivotTmpVector;
  100731. /** @hidden */
  100732. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  100733. /** @hidden */
  100734. static _RestorePivotPoint(mesh: AbstractMesh): void;
  100735. }
  100736. }
  100737. declare module BABYLON {
  100738. /**
  100739. * Class containing static functions to help procedurally build meshes
  100740. */
  100741. export class PlaneBuilder {
  100742. /**
  100743. * Creates a plane mesh
  100744. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  100745. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  100746. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  100747. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  100748. * * If you create a double-sided mesh, you can choose what parts of 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
  100749. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  100750. * @param name defines the name of the mesh
  100751. * @param options defines the options used to create the mesh
  100752. * @param scene defines the hosting scene
  100753. * @returns the plane mesh
  100754. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  100755. */
  100756. static CreatePlane(name: string, options: {
  100757. size?: number;
  100758. width?: number;
  100759. height?: number;
  100760. sideOrientation?: number;
  100761. frontUVs?: Vector4;
  100762. backUVs?: Vector4;
  100763. updatable?: boolean;
  100764. sourcePlane?: Plane;
  100765. }, scene?: Nullable<Scene>): Mesh;
  100766. }
  100767. }
  100768. declare module BABYLON {
  100769. /**
  100770. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100771. */
  100772. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  100773. private static _AnyMouseID;
  100774. /**
  100775. * Abstract mesh the behavior is set on
  100776. */
  100777. attachedNode: AbstractMesh;
  100778. private _dragPlane;
  100779. private _scene;
  100780. private _pointerObserver;
  100781. private _beforeRenderObserver;
  100782. private static _planeScene;
  100783. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  100784. /**
  100785. * 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)
  100786. */
  100787. maxDragAngle: number;
  100788. /**
  100789. * @hidden
  100790. */
  100791. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  100792. /**
  100793. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100794. */
  100795. currentDraggingPointerID: number;
  100796. /**
  100797. * The last position where the pointer hit the drag plane in world space
  100798. */
  100799. lastDragPosition: Vector3;
  100800. /**
  100801. * If the behavior is currently in a dragging state
  100802. */
  100803. dragging: boolean;
  100804. /**
  100805. * 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)
  100806. */
  100807. dragDeltaRatio: number;
  100808. /**
  100809. * If the drag plane orientation should be updated during the dragging (Default: true)
  100810. */
  100811. updateDragPlane: boolean;
  100812. private _debugMode;
  100813. private _moving;
  100814. /**
  100815. * Fires each time the attached mesh is dragged with the pointer
  100816. * * delta between last drag position and current drag position in world space
  100817. * * dragDistance along the drag axis
  100818. * * dragPlaneNormal normal of the current drag plane used during the drag
  100819. * * dragPlanePoint in world space where the drag intersects the drag plane
  100820. */
  100821. onDragObservable: Observable<{
  100822. delta: Vector3;
  100823. dragPlanePoint: Vector3;
  100824. dragPlaneNormal: Vector3;
  100825. dragDistance: number;
  100826. pointerId: number;
  100827. }>;
  100828. /**
  100829. * Fires each time a drag begins (eg. mouse down on mesh)
  100830. */
  100831. onDragStartObservable: Observable<{
  100832. dragPlanePoint: Vector3;
  100833. pointerId: number;
  100834. }>;
  100835. /**
  100836. * Fires each time a drag ends (eg. mouse release after drag)
  100837. */
  100838. onDragEndObservable: Observable<{
  100839. dragPlanePoint: Vector3;
  100840. pointerId: number;
  100841. }>;
  100842. /**
  100843. * If the attached mesh should be moved when dragged
  100844. */
  100845. moveAttached: boolean;
  100846. /**
  100847. * If the drag behavior will react to drag events (Default: true)
  100848. */
  100849. enabled: boolean;
  100850. /**
  100851. * If pointer events should start and release the drag (Default: true)
  100852. */
  100853. startAndReleaseDragOnPointerEvents: boolean;
  100854. /**
  100855. * If camera controls should be detached during the drag
  100856. */
  100857. detachCameraControls: boolean;
  100858. /**
  100859. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100860. */
  100861. useObjectOrienationForDragging: boolean;
  100862. private _options;
  100863. /**
  100864. * Creates a pointer drag behavior that can be attached to a mesh
  100865. * @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)
  100866. */
  100867. constructor(options?: {
  100868. dragAxis?: Vector3;
  100869. dragPlaneNormal?: Vector3;
  100870. });
  100871. /**
  100872. * Predicate to determine if it is valid to move the object to a new position when it is moved
  100873. */
  100874. validateDrag: (targetPosition: Vector3) => boolean;
  100875. /**
  100876. * The name of the behavior
  100877. */
  100878. readonly name: string;
  100879. /**
  100880. * Initializes the behavior
  100881. */
  100882. init(): void;
  100883. private _tmpVector;
  100884. private _alternatePickedPoint;
  100885. private _worldDragAxis;
  100886. private _targetPosition;
  100887. private _attachedElement;
  100888. /**
  100889. * Attaches the drag behavior the passed in mesh
  100890. * @param ownerNode The mesh that will be dragged around once attached
  100891. */
  100892. attach(ownerNode: AbstractMesh): void;
  100893. /**
  100894. * Force relase the drag action by code.
  100895. */
  100896. releaseDrag(): void;
  100897. private _startDragRay;
  100898. private _lastPointerRay;
  100899. /**
  100900. * Simulates the start of a pointer drag event on the behavior
  100901. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100902. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100903. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100904. */
  100905. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  100906. private _startDrag;
  100907. private _dragDelta;
  100908. private _moveDrag;
  100909. private _pickWithRayOnDragPlane;
  100910. private _pointA;
  100911. private _pointB;
  100912. private _pointC;
  100913. private _lineA;
  100914. private _lineB;
  100915. private _localAxis;
  100916. private _lookAt;
  100917. private _updateDragPlanePosition;
  100918. /**
  100919. * Detaches the behavior from the mesh
  100920. */
  100921. detach(): void;
  100922. }
  100923. }
  100924. declare module BABYLON {
  100925. /**
  100926. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100927. */
  100928. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  100929. private _dragBehaviorA;
  100930. private _dragBehaviorB;
  100931. private _startDistance;
  100932. private _initialScale;
  100933. private _targetScale;
  100934. private _ownerNode;
  100935. private _sceneRenderObserver;
  100936. /**
  100937. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100938. */
  100939. constructor();
  100940. /**
  100941. * The name of the behavior
  100942. */
  100943. readonly name: string;
  100944. /**
  100945. * Initializes the behavior
  100946. */
  100947. init(): void;
  100948. private _getCurrentDistance;
  100949. /**
  100950. * Attaches the scale behavior the passed in mesh
  100951. * @param ownerNode The mesh that will be scaled around once attached
  100952. */
  100953. attach(ownerNode: Mesh): void;
  100954. /**
  100955. * Detaches the behavior from the mesh
  100956. */
  100957. detach(): void;
  100958. }
  100959. }
  100960. declare module BABYLON {
  100961. /**
  100962. * 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
  100963. */
  100964. export class SixDofDragBehavior implements Behavior<Mesh> {
  100965. private static _virtualScene;
  100966. private _ownerNode;
  100967. private _sceneRenderObserver;
  100968. private _scene;
  100969. private _targetPosition;
  100970. private _virtualOriginMesh;
  100971. private _virtualDragMesh;
  100972. private _pointerObserver;
  100973. private _moving;
  100974. private _startingOrientation;
  100975. /**
  100976. * 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)
  100977. */
  100978. private zDragFactor;
  100979. /**
  100980. * If the object should rotate to face the drag origin
  100981. */
  100982. rotateDraggedObject: boolean;
  100983. /**
  100984. * If the behavior is currently in a dragging state
  100985. */
  100986. dragging: boolean;
  100987. /**
  100988. * 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)
  100989. */
  100990. dragDeltaRatio: number;
  100991. /**
  100992. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100993. */
  100994. currentDraggingPointerID: number;
  100995. /**
  100996. * If camera controls should be detached during the drag
  100997. */
  100998. detachCameraControls: boolean;
  100999. /**
  101000. * Fires each time a drag starts
  101001. */
  101002. onDragStartObservable: Observable<{}>;
  101003. /**
  101004. * Fires each time a drag ends (eg. mouse release after drag)
  101005. */
  101006. onDragEndObservable: Observable<{}>;
  101007. /**
  101008. * 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
  101009. */
  101010. constructor();
  101011. /**
  101012. * The name of the behavior
  101013. */
  101014. readonly name: string;
  101015. /**
  101016. * Initializes the behavior
  101017. */
  101018. init(): void;
  101019. /**
  101020. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  101021. */
  101022. private readonly _pointerCamera;
  101023. /**
  101024. * Attaches the scale behavior the passed in mesh
  101025. * @param ownerNode The mesh that will be scaled around once attached
  101026. */
  101027. attach(ownerNode: Mesh): void;
  101028. /**
  101029. * Detaches the behavior from the mesh
  101030. */
  101031. detach(): void;
  101032. }
  101033. }
  101034. declare module BABYLON {
  101035. /**
  101036. * Class used to apply inverse kinematics to bones
  101037. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  101038. */
  101039. export class BoneIKController {
  101040. private static _tmpVecs;
  101041. private static _tmpQuat;
  101042. private static _tmpMats;
  101043. /**
  101044. * Gets or sets the target mesh
  101045. */
  101046. targetMesh: AbstractMesh;
  101047. /** Gets or sets the mesh used as pole */
  101048. poleTargetMesh: AbstractMesh;
  101049. /**
  101050. * Gets or sets the bone used as pole
  101051. */
  101052. poleTargetBone: Nullable<Bone>;
  101053. /**
  101054. * Gets or sets the target position
  101055. */
  101056. targetPosition: Vector3;
  101057. /**
  101058. * Gets or sets the pole target position
  101059. */
  101060. poleTargetPosition: Vector3;
  101061. /**
  101062. * Gets or sets the pole target local offset
  101063. */
  101064. poleTargetLocalOffset: Vector3;
  101065. /**
  101066. * Gets or sets the pole angle
  101067. */
  101068. poleAngle: number;
  101069. /**
  101070. * Gets or sets the mesh associated with the controller
  101071. */
  101072. mesh: AbstractMesh;
  101073. /**
  101074. * 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)
  101075. */
  101076. slerpAmount: number;
  101077. private _bone1Quat;
  101078. private _bone1Mat;
  101079. private _bone2Ang;
  101080. private _bone1;
  101081. private _bone2;
  101082. private _bone1Length;
  101083. private _bone2Length;
  101084. private _maxAngle;
  101085. private _maxReach;
  101086. private _rightHandedSystem;
  101087. private _bendAxis;
  101088. private _slerping;
  101089. private _adjustRoll;
  101090. /**
  101091. * Gets or sets maximum allowed angle
  101092. */
  101093. maxAngle: number;
  101094. /**
  101095. * Creates a new BoneIKController
  101096. * @param mesh defines the mesh to control
  101097. * @param bone defines the bone to control
  101098. * @param options defines options to set up the controller
  101099. */
  101100. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  101101. targetMesh?: AbstractMesh;
  101102. poleTargetMesh?: AbstractMesh;
  101103. poleTargetBone?: Bone;
  101104. poleTargetLocalOffset?: Vector3;
  101105. poleAngle?: number;
  101106. bendAxis?: Vector3;
  101107. maxAngle?: number;
  101108. slerpAmount?: number;
  101109. });
  101110. private _setMaxAngle;
  101111. /**
  101112. * Force the controller to update the bones
  101113. */
  101114. update(): void;
  101115. }
  101116. }
  101117. declare module BABYLON {
  101118. /**
  101119. * Class used to make a bone look toward a point in space
  101120. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  101121. */
  101122. export class BoneLookController {
  101123. private static _tmpVecs;
  101124. private static _tmpQuat;
  101125. private static _tmpMats;
  101126. /**
  101127. * The target Vector3 that the bone will look at
  101128. */
  101129. target: Vector3;
  101130. /**
  101131. * The mesh that the bone is attached to
  101132. */
  101133. mesh: AbstractMesh;
  101134. /**
  101135. * The bone that will be looking to the target
  101136. */
  101137. bone: Bone;
  101138. /**
  101139. * The up axis of the coordinate system that is used when the bone is rotated
  101140. */
  101141. upAxis: Vector3;
  101142. /**
  101143. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  101144. */
  101145. upAxisSpace: Space;
  101146. /**
  101147. * Used to make an adjustment to the yaw of the bone
  101148. */
  101149. adjustYaw: number;
  101150. /**
  101151. * Used to make an adjustment to the pitch of the bone
  101152. */
  101153. adjustPitch: number;
  101154. /**
  101155. * Used to make an adjustment to the roll of the bone
  101156. */
  101157. adjustRoll: number;
  101158. /**
  101159. * 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)
  101160. */
  101161. slerpAmount: number;
  101162. private _minYaw;
  101163. private _maxYaw;
  101164. private _minPitch;
  101165. private _maxPitch;
  101166. private _minYawSin;
  101167. private _minYawCos;
  101168. private _maxYawSin;
  101169. private _maxYawCos;
  101170. private _midYawConstraint;
  101171. private _minPitchTan;
  101172. private _maxPitchTan;
  101173. private _boneQuat;
  101174. private _slerping;
  101175. private _transformYawPitch;
  101176. private _transformYawPitchInv;
  101177. private _firstFrameSkipped;
  101178. private _yawRange;
  101179. private _fowardAxis;
  101180. /**
  101181. * Gets or sets the minimum yaw angle that the bone can look to
  101182. */
  101183. minYaw: number;
  101184. /**
  101185. * Gets or sets the maximum yaw angle that the bone can look to
  101186. */
  101187. maxYaw: number;
  101188. /**
  101189. * Gets or sets the minimum pitch angle that the bone can look to
  101190. */
  101191. minPitch: number;
  101192. /**
  101193. * Gets or sets the maximum pitch angle that the bone can look to
  101194. */
  101195. maxPitch: number;
  101196. /**
  101197. * Create a BoneLookController
  101198. * @param mesh the mesh that the bone belongs to
  101199. * @param bone the bone that will be looking to the target
  101200. * @param target the target Vector3 to look at
  101201. * @param options optional settings:
  101202. * * maxYaw: the maximum angle the bone will yaw to
  101203. * * minYaw: the minimum angle the bone will yaw to
  101204. * * maxPitch: the maximum angle the bone will pitch to
  101205. * * minPitch: the minimum angle the bone will yaw to
  101206. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  101207. * * upAxis: the up axis of the coordinate system
  101208. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  101209. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  101210. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  101211. * * adjustYaw: used to make an adjustment to the yaw of the bone
  101212. * * adjustPitch: used to make an adjustment to the pitch of the bone
  101213. * * adjustRoll: used to make an adjustment to the roll of the bone
  101214. **/
  101215. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  101216. maxYaw?: number;
  101217. minYaw?: number;
  101218. maxPitch?: number;
  101219. minPitch?: number;
  101220. slerpAmount?: number;
  101221. upAxis?: Vector3;
  101222. upAxisSpace?: Space;
  101223. yawAxis?: Vector3;
  101224. pitchAxis?: Vector3;
  101225. adjustYaw?: number;
  101226. adjustPitch?: number;
  101227. adjustRoll?: number;
  101228. });
  101229. /**
  101230. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  101231. */
  101232. update(): void;
  101233. private _getAngleDiff;
  101234. private _getAngleBetween;
  101235. private _isAngleBetween;
  101236. }
  101237. }
  101238. declare module BABYLON {
  101239. /**
  101240. * Manage the gamepad inputs to control an arc rotate camera.
  101241. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101242. */
  101243. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  101244. /**
  101245. * Defines the camera the input is attached to.
  101246. */
  101247. camera: ArcRotateCamera;
  101248. /**
  101249. * Defines the gamepad the input is gathering event from.
  101250. */
  101251. gamepad: Nullable<Gamepad>;
  101252. /**
  101253. * Defines the gamepad rotation sensiblity.
  101254. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101255. */
  101256. gamepadRotationSensibility: number;
  101257. /**
  101258. * Defines the gamepad move sensiblity.
  101259. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101260. */
  101261. gamepadMoveSensibility: number;
  101262. private _onGamepadConnectedObserver;
  101263. private _onGamepadDisconnectedObserver;
  101264. /**
  101265. * Attach the input controls to a specific dom element to get the input from.
  101266. * @param element Defines the element the controls should be listened from
  101267. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101268. */
  101269. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101270. /**
  101271. * Detach the current controls from the specified dom element.
  101272. * @param element Defines the element to stop listening the inputs from
  101273. */
  101274. detachControl(element: Nullable<HTMLElement>): void;
  101275. /**
  101276. * Update the current camera state depending on the inputs that have been used this frame.
  101277. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101278. */
  101279. checkInputs(): void;
  101280. /**
  101281. * Gets the class name of the current intput.
  101282. * @returns the class name
  101283. */
  101284. getClassName(): string;
  101285. /**
  101286. * Get the friendly name associated with the input class.
  101287. * @returns the input friendly name
  101288. */
  101289. getSimpleName(): string;
  101290. }
  101291. }
  101292. declare module BABYLON {
  101293. interface ArcRotateCameraInputsManager {
  101294. /**
  101295. * Add orientation input support to the input manager.
  101296. * @returns the current input manager
  101297. */
  101298. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  101299. }
  101300. /**
  101301. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  101302. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101303. */
  101304. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  101305. /**
  101306. * Defines the camera the input is attached to.
  101307. */
  101308. camera: ArcRotateCamera;
  101309. /**
  101310. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  101311. */
  101312. alphaCorrection: number;
  101313. /**
  101314. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  101315. */
  101316. gammaCorrection: number;
  101317. private _alpha;
  101318. private _gamma;
  101319. private _dirty;
  101320. private _deviceOrientationHandler;
  101321. /**
  101322. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  101323. */
  101324. constructor();
  101325. /**
  101326. * Attach the input controls to a specific dom element to get the input from.
  101327. * @param element Defines the element the controls should be listened from
  101328. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101329. */
  101330. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101331. /** @hidden */
  101332. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  101333. /**
  101334. * Update the current camera state depending on the inputs that have been used this frame.
  101335. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101336. */
  101337. checkInputs(): void;
  101338. /**
  101339. * Detach the current controls from the specified dom element.
  101340. * @param element Defines the element to stop listening the inputs from
  101341. */
  101342. detachControl(element: Nullable<HTMLElement>): void;
  101343. /**
  101344. * Gets the class name of the current intput.
  101345. * @returns the class name
  101346. */
  101347. getClassName(): string;
  101348. /**
  101349. * Get the friendly name associated with the input class.
  101350. * @returns the input friendly name
  101351. */
  101352. getSimpleName(): string;
  101353. }
  101354. }
  101355. declare module BABYLON {
  101356. /**
  101357. * Listen to mouse events to control the camera.
  101358. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101359. */
  101360. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  101361. /**
  101362. * Defines the camera the input is attached to.
  101363. */
  101364. camera: FlyCamera;
  101365. /**
  101366. * Defines if touch is enabled. (Default is true.)
  101367. */
  101368. touchEnabled: boolean;
  101369. /**
  101370. * Defines the buttons associated with the input to handle camera rotation.
  101371. */
  101372. buttons: number[];
  101373. /**
  101374. * Assign buttons for Yaw control.
  101375. */
  101376. buttonsYaw: number[];
  101377. /**
  101378. * Assign buttons for Pitch control.
  101379. */
  101380. buttonsPitch: number[];
  101381. /**
  101382. * Assign buttons for Roll control.
  101383. */
  101384. buttonsRoll: number[];
  101385. /**
  101386. * Detect if any button is being pressed while mouse is moved.
  101387. * -1 = Mouse locked.
  101388. * 0 = Left button.
  101389. * 1 = Middle Button.
  101390. * 2 = Right Button.
  101391. */
  101392. activeButton: number;
  101393. /**
  101394. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  101395. * Higher values reduce its sensitivity.
  101396. */
  101397. angularSensibility: number;
  101398. private _mousemoveCallback;
  101399. private _observer;
  101400. private _rollObserver;
  101401. private previousPosition;
  101402. private noPreventDefault;
  101403. private element;
  101404. /**
  101405. * Listen to mouse events to control the camera.
  101406. * @param touchEnabled Define if touch is enabled. (Default is true.)
  101407. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101408. */
  101409. constructor(touchEnabled?: boolean);
  101410. /**
  101411. * Attach the mouse control to the HTML DOM element.
  101412. * @param element Defines the element that listens to the input events.
  101413. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  101414. */
  101415. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101416. /**
  101417. * Detach the current controls from the specified dom element.
  101418. * @param element Defines the element to stop listening the inputs from
  101419. */
  101420. detachControl(element: Nullable<HTMLElement>): void;
  101421. /**
  101422. * Gets the class name of the current input.
  101423. * @returns the class name.
  101424. */
  101425. getClassName(): string;
  101426. /**
  101427. * Get the friendly name associated with the input class.
  101428. * @returns the input's friendly name.
  101429. */
  101430. getSimpleName(): string;
  101431. private _pointerInput;
  101432. private _onMouseMove;
  101433. /**
  101434. * Rotate camera by mouse offset.
  101435. */
  101436. private rotateCamera;
  101437. }
  101438. }
  101439. declare module BABYLON {
  101440. /**
  101441. * Default Inputs manager for the FlyCamera.
  101442. * It groups all the default supported inputs for ease of use.
  101443. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101444. */
  101445. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  101446. /**
  101447. * Instantiates a new FlyCameraInputsManager.
  101448. * @param camera Defines the camera the inputs belong to.
  101449. */
  101450. constructor(camera: FlyCamera);
  101451. /**
  101452. * Add keyboard input support to the input manager.
  101453. * @returns the new FlyCameraKeyboardMoveInput().
  101454. */
  101455. addKeyboard(): FlyCameraInputsManager;
  101456. /**
  101457. * Add mouse input support to the input manager.
  101458. * @param touchEnabled Enable touch screen support.
  101459. * @returns the new FlyCameraMouseInput().
  101460. */
  101461. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  101462. }
  101463. }
  101464. declare module BABYLON {
  101465. /**
  101466. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101467. * such as in a 3D Space Shooter or a Flight Simulator.
  101468. */
  101469. export class FlyCamera extends TargetCamera {
  101470. /**
  101471. * Define the collision ellipsoid of the camera.
  101472. * This is helpful for simulating a camera body, like a player's body.
  101473. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101474. */
  101475. ellipsoid: Vector3;
  101476. /**
  101477. * Define an offset for the position of the ellipsoid around the camera.
  101478. * This can be helpful if the camera is attached away from the player's body center,
  101479. * such as at its head.
  101480. */
  101481. ellipsoidOffset: Vector3;
  101482. /**
  101483. * Enable or disable collisions of the camera with the rest of the scene objects.
  101484. */
  101485. checkCollisions: boolean;
  101486. /**
  101487. * Enable or disable gravity on the camera.
  101488. */
  101489. applyGravity: boolean;
  101490. /**
  101491. * Define the current direction the camera is moving to.
  101492. */
  101493. cameraDirection: Vector3;
  101494. /**
  101495. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  101496. * This overrides and empties cameraRotation.
  101497. */
  101498. rotationQuaternion: Quaternion;
  101499. /**
  101500. * Track Roll to maintain the wanted Rolling when looking around.
  101501. */
  101502. _trackRoll: number;
  101503. /**
  101504. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  101505. */
  101506. rollCorrect: number;
  101507. /**
  101508. * Mimic a banked turn, Rolling the camera when Yawing.
  101509. * It's recommended to use rollCorrect = 10 for faster banking correction.
  101510. */
  101511. bankedTurn: boolean;
  101512. /**
  101513. * Limit in radians for how much Roll banking will add. (Default: 90°)
  101514. */
  101515. bankedTurnLimit: number;
  101516. /**
  101517. * Value of 0 disables the banked Roll.
  101518. * Value of 1 is equal to the Yaw angle in radians.
  101519. */
  101520. bankedTurnMultiplier: number;
  101521. /**
  101522. * The inputs manager loads all the input sources, such as keyboard and mouse.
  101523. */
  101524. inputs: FlyCameraInputsManager;
  101525. /**
  101526. * Gets the input sensibility for mouse input.
  101527. * Higher values reduce sensitivity.
  101528. */
  101529. /**
  101530. * Sets the input sensibility for a mouse input.
  101531. * Higher values reduce sensitivity.
  101532. */
  101533. angularSensibility: number;
  101534. /**
  101535. * Get the keys for camera movement forward.
  101536. */
  101537. /**
  101538. * Set the keys for camera movement forward.
  101539. */
  101540. keysForward: number[];
  101541. /**
  101542. * Get the keys for camera movement backward.
  101543. */
  101544. keysBackward: number[];
  101545. /**
  101546. * Get the keys for camera movement up.
  101547. */
  101548. /**
  101549. * Set the keys for camera movement up.
  101550. */
  101551. keysUp: number[];
  101552. /**
  101553. * Get the keys for camera movement down.
  101554. */
  101555. /**
  101556. * Set the keys for camera movement down.
  101557. */
  101558. keysDown: number[];
  101559. /**
  101560. * Get the keys for camera movement left.
  101561. */
  101562. /**
  101563. * Set the keys for camera movement left.
  101564. */
  101565. keysLeft: number[];
  101566. /**
  101567. * Set the keys for camera movement right.
  101568. */
  101569. /**
  101570. * Set the keys for camera movement right.
  101571. */
  101572. keysRight: number[];
  101573. /**
  101574. * Event raised when the camera collides with a mesh in the scene.
  101575. */
  101576. onCollide: (collidedMesh: AbstractMesh) => void;
  101577. private _collider;
  101578. private _needMoveForGravity;
  101579. private _oldPosition;
  101580. private _diffPosition;
  101581. private _newPosition;
  101582. /** @hidden */
  101583. _localDirection: Vector3;
  101584. /** @hidden */
  101585. _transformedDirection: Vector3;
  101586. /**
  101587. * Instantiates a FlyCamera.
  101588. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101589. * such as in a 3D Space Shooter or a Flight Simulator.
  101590. * @param name Define the name of the camera in the scene.
  101591. * @param position Define the starting position of the camera in the scene.
  101592. * @param scene Define the scene the camera belongs to.
  101593. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  101594. */
  101595. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101596. /**
  101597. * Attach a control to the HTML DOM element.
  101598. * @param element Defines the element that listens to the input events.
  101599. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  101600. */
  101601. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101602. /**
  101603. * Detach a control from the HTML DOM element.
  101604. * The camera will stop reacting to that input.
  101605. * @param element Defines the element that listens to the input events.
  101606. */
  101607. detachControl(element: HTMLElement): void;
  101608. private _collisionMask;
  101609. /**
  101610. * Get the mask that the camera ignores in collision events.
  101611. */
  101612. /**
  101613. * Set the mask that the camera ignores in collision events.
  101614. */
  101615. collisionMask: number;
  101616. /** @hidden */
  101617. _collideWithWorld(displacement: Vector3): void;
  101618. /** @hidden */
  101619. private _onCollisionPositionChange;
  101620. /** @hidden */
  101621. _checkInputs(): void;
  101622. /** @hidden */
  101623. _decideIfNeedsToMove(): boolean;
  101624. /** @hidden */
  101625. _updatePosition(): void;
  101626. /**
  101627. * Restore the Roll to its target value at the rate specified.
  101628. * @param rate - Higher means slower restoring.
  101629. * @hidden
  101630. */
  101631. restoreRoll(rate: number): void;
  101632. /**
  101633. * Destroy the camera and release the current resources held by it.
  101634. */
  101635. dispose(): void;
  101636. /**
  101637. * Get the current object class name.
  101638. * @returns the class name.
  101639. */
  101640. getClassName(): string;
  101641. }
  101642. }
  101643. declare module BABYLON {
  101644. /**
  101645. * Listen to keyboard events to control the camera.
  101646. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101647. */
  101648. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  101649. /**
  101650. * Defines the camera the input is attached to.
  101651. */
  101652. camera: FlyCamera;
  101653. /**
  101654. * The list of keyboard keys used to control the forward move of the camera.
  101655. */
  101656. keysForward: number[];
  101657. /**
  101658. * The list of keyboard keys used to control the backward move of the camera.
  101659. */
  101660. keysBackward: number[];
  101661. /**
  101662. * The list of keyboard keys used to control the forward move of the camera.
  101663. */
  101664. keysUp: number[];
  101665. /**
  101666. * The list of keyboard keys used to control the backward move of the camera.
  101667. */
  101668. keysDown: number[];
  101669. /**
  101670. * The list of keyboard keys used to control the right strafe move of the camera.
  101671. */
  101672. keysRight: number[];
  101673. /**
  101674. * The list of keyboard keys used to control the left strafe move of the camera.
  101675. */
  101676. keysLeft: number[];
  101677. private _keys;
  101678. private _onCanvasBlurObserver;
  101679. private _onKeyboardObserver;
  101680. private _engine;
  101681. private _scene;
  101682. /**
  101683. * Attach the input controls to a specific dom element to get the input from.
  101684. * @param element Defines the element the controls should be listened from
  101685. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101686. */
  101687. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101688. /**
  101689. * Detach the current controls from the specified dom element.
  101690. * @param element Defines the element to stop listening the inputs from
  101691. */
  101692. detachControl(element: Nullable<HTMLElement>): void;
  101693. /**
  101694. * Gets the class name of the current intput.
  101695. * @returns the class name
  101696. */
  101697. getClassName(): string;
  101698. /** @hidden */
  101699. _onLostFocus(e: FocusEvent): void;
  101700. /**
  101701. * Get the friendly name associated with the input class.
  101702. * @returns the input friendly name
  101703. */
  101704. getSimpleName(): string;
  101705. /**
  101706. * Update the current camera state depending on the inputs that have been used this frame.
  101707. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101708. */
  101709. checkInputs(): void;
  101710. }
  101711. }
  101712. declare module BABYLON {
  101713. /**
  101714. * Manage the mouse wheel inputs to control a follow camera.
  101715. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101716. */
  101717. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  101718. /**
  101719. * Defines the camera the input is attached to.
  101720. */
  101721. camera: FollowCamera;
  101722. /**
  101723. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  101724. */
  101725. axisControlRadius: boolean;
  101726. /**
  101727. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  101728. */
  101729. axisControlHeight: boolean;
  101730. /**
  101731. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  101732. */
  101733. axisControlRotation: boolean;
  101734. /**
  101735. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  101736. * relation to mouseWheel events.
  101737. */
  101738. wheelPrecision: number;
  101739. /**
  101740. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101741. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101742. */
  101743. wheelDeltaPercentage: number;
  101744. private _wheel;
  101745. private _observer;
  101746. /**
  101747. * Attach the input controls to a specific dom element to get the input from.
  101748. * @param element Defines the element the controls should be listened from
  101749. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101750. */
  101751. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101752. /**
  101753. * Detach the current controls from the specified dom element.
  101754. * @param element Defines the element to stop listening the inputs from
  101755. */
  101756. detachControl(element: Nullable<HTMLElement>): void;
  101757. /**
  101758. * Gets the class name of the current intput.
  101759. * @returns the class name
  101760. */
  101761. getClassName(): string;
  101762. /**
  101763. * Get the friendly name associated with the input class.
  101764. * @returns the input friendly name
  101765. */
  101766. getSimpleName(): string;
  101767. }
  101768. }
  101769. declare module BABYLON {
  101770. /**
  101771. * Manage the pointers inputs to control an follow camera.
  101772. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101773. */
  101774. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  101775. /**
  101776. * Defines the camera the input is attached to.
  101777. */
  101778. camera: FollowCamera;
  101779. /**
  101780. * Gets the class name of the current input.
  101781. * @returns the class name
  101782. */
  101783. getClassName(): string;
  101784. /**
  101785. * Defines the pointer angular sensibility along the X axis or how fast is
  101786. * the camera rotating.
  101787. * A negative number will reverse the axis direction.
  101788. */
  101789. angularSensibilityX: number;
  101790. /**
  101791. * Defines the pointer angular sensibility along the Y axis or how fast is
  101792. * the camera rotating.
  101793. * A negative number will reverse the axis direction.
  101794. */
  101795. angularSensibilityY: number;
  101796. /**
  101797. * Defines the pointer pinch precision or how fast is the camera zooming.
  101798. * A negative number will reverse the axis direction.
  101799. */
  101800. pinchPrecision: number;
  101801. /**
  101802. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101803. * from 0.
  101804. * It defines the percentage of current camera.radius to use as delta when
  101805. * pinch zoom is used.
  101806. */
  101807. pinchDeltaPercentage: number;
  101808. /**
  101809. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  101810. */
  101811. axisXControlRadius: boolean;
  101812. /**
  101813. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  101814. */
  101815. axisXControlHeight: boolean;
  101816. /**
  101817. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  101818. */
  101819. axisXControlRotation: boolean;
  101820. /**
  101821. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  101822. */
  101823. axisYControlRadius: boolean;
  101824. /**
  101825. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  101826. */
  101827. axisYControlHeight: boolean;
  101828. /**
  101829. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  101830. */
  101831. axisYControlRotation: boolean;
  101832. /**
  101833. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  101834. */
  101835. axisPinchControlRadius: boolean;
  101836. /**
  101837. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  101838. */
  101839. axisPinchControlHeight: boolean;
  101840. /**
  101841. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  101842. */
  101843. axisPinchControlRotation: boolean;
  101844. /**
  101845. * Log error messages if basic misconfiguration has occurred.
  101846. */
  101847. warningEnable: boolean;
  101848. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101849. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101850. private _warningCounter;
  101851. private _warning;
  101852. }
  101853. }
  101854. declare module BABYLON {
  101855. /**
  101856. * Default Inputs manager for the FollowCamera.
  101857. * It groups all the default supported inputs for ease of use.
  101858. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101859. */
  101860. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  101861. /**
  101862. * Instantiates a new FollowCameraInputsManager.
  101863. * @param camera Defines the camera the inputs belong to
  101864. */
  101865. constructor(camera: FollowCamera);
  101866. /**
  101867. * Add keyboard input support to the input manager.
  101868. * @returns the current input manager
  101869. */
  101870. addKeyboard(): FollowCameraInputsManager;
  101871. /**
  101872. * Add mouse wheel input support to the input manager.
  101873. * @returns the current input manager
  101874. */
  101875. addMouseWheel(): FollowCameraInputsManager;
  101876. /**
  101877. * Add pointers input support to the input manager.
  101878. * @returns the current input manager
  101879. */
  101880. addPointers(): FollowCameraInputsManager;
  101881. /**
  101882. * Add orientation input support to the input manager.
  101883. * @returns the current input manager
  101884. */
  101885. addVRDeviceOrientation(): FollowCameraInputsManager;
  101886. }
  101887. }
  101888. declare module BABYLON {
  101889. /**
  101890. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  101891. * an arc rotate version arcFollowCamera are available.
  101892. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101893. */
  101894. export class FollowCamera extends TargetCamera {
  101895. /**
  101896. * Distance the follow camera should follow an object at
  101897. */
  101898. radius: number;
  101899. /**
  101900. * Minimum allowed distance of the camera to the axis of rotation
  101901. * (The camera can not get closer).
  101902. * This can help limiting how the Camera is able to move in the scene.
  101903. */
  101904. lowerRadiusLimit: Nullable<number>;
  101905. /**
  101906. * Maximum allowed distance of the camera to the axis of rotation
  101907. * (The camera can not get further).
  101908. * This can help limiting how the Camera is able to move in the scene.
  101909. */
  101910. upperRadiusLimit: Nullable<number>;
  101911. /**
  101912. * Define a rotation offset between the camera and the object it follows
  101913. */
  101914. rotationOffset: number;
  101915. /**
  101916. * Minimum allowed angle to camera position relative to target object.
  101917. * This can help limiting how the Camera is able to move in the scene.
  101918. */
  101919. lowerRotationOffsetLimit: Nullable<number>;
  101920. /**
  101921. * Maximum allowed angle to camera position relative to target object.
  101922. * This can help limiting how the Camera is able to move in the scene.
  101923. */
  101924. upperRotationOffsetLimit: Nullable<number>;
  101925. /**
  101926. * Define a height offset between the camera and the object it follows.
  101927. * It can help following an object from the top (like a car chaing a plane)
  101928. */
  101929. heightOffset: number;
  101930. /**
  101931. * Minimum allowed height of camera position relative to target object.
  101932. * This can help limiting how the Camera is able to move in the scene.
  101933. */
  101934. lowerHeightOffsetLimit: Nullable<number>;
  101935. /**
  101936. * Maximum allowed height of camera position relative to target object.
  101937. * This can help limiting how the Camera is able to move in the scene.
  101938. */
  101939. upperHeightOffsetLimit: Nullable<number>;
  101940. /**
  101941. * Define how fast the camera can accelerate to follow it s target.
  101942. */
  101943. cameraAcceleration: number;
  101944. /**
  101945. * Define the speed limit of the camera following an object.
  101946. */
  101947. maxCameraSpeed: number;
  101948. /**
  101949. * Define the target of the camera.
  101950. */
  101951. lockedTarget: Nullable<AbstractMesh>;
  101952. /**
  101953. * Defines the input associated with the camera.
  101954. */
  101955. inputs: FollowCameraInputsManager;
  101956. /**
  101957. * Instantiates the follow camera.
  101958. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101959. * @param name Define the name of the camera in the scene
  101960. * @param position Define the position of the camera
  101961. * @param scene Define the scene the camera belong to
  101962. * @param lockedTarget Define the target of the camera
  101963. */
  101964. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  101965. private _follow;
  101966. /**
  101967. * Attached controls to the current camera.
  101968. * @param element Defines the element the controls should be listened from
  101969. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101970. */
  101971. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101972. /**
  101973. * Detach the current controls from the camera.
  101974. * The camera will stop reacting to inputs.
  101975. * @param element Defines the element to stop listening the inputs from
  101976. */
  101977. detachControl(element: HTMLElement): void;
  101978. /** @hidden */
  101979. _checkInputs(): void;
  101980. private _checkLimits;
  101981. /**
  101982. * Gets the camera class name.
  101983. * @returns the class name
  101984. */
  101985. getClassName(): string;
  101986. }
  101987. /**
  101988. * Arc Rotate version of the follow camera.
  101989. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  101990. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101991. */
  101992. export class ArcFollowCamera extends TargetCamera {
  101993. /** The longitudinal angle of the camera */
  101994. alpha: number;
  101995. /** The latitudinal angle of the camera */
  101996. beta: number;
  101997. /** The radius of the camera from its target */
  101998. radius: number;
  101999. /** Define the camera target (the messh it should follow) */
  102000. target: Nullable<AbstractMesh>;
  102001. private _cartesianCoordinates;
  102002. /**
  102003. * Instantiates a new ArcFollowCamera
  102004. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102005. * @param name Define the name of the camera
  102006. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  102007. * @param beta Define the rotation angle of the camera around the elevation axis
  102008. * @param radius Define the radius of the camera from its target point
  102009. * @param target Define the target of the camera
  102010. * @param scene Define the scene the camera belongs to
  102011. */
  102012. constructor(name: string,
  102013. /** The longitudinal angle of the camera */
  102014. alpha: number,
  102015. /** The latitudinal angle of the camera */
  102016. beta: number,
  102017. /** The radius of the camera from its target */
  102018. radius: number,
  102019. /** Define the camera target (the messh it should follow) */
  102020. target: Nullable<AbstractMesh>, scene: Scene);
  102021. private _follow;
  102022. /** @hidden */
  102023. _checkInputs(): void;
  102024. /**
  102025. * Returns the class name of the object.
  102026. * It is mostly used internally for serialization purposes.
  102027. */
  102028. getClassName(): string;
  102029. }
  102030. }
  102031. declare module BABYLON {
  102032. /**
  102033. * Manage the keyboard inputs to control the movement of a follow camera.
  102034. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102035. */
  102036. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  102037. /**
  102038. * Defines the camera the input is attached to.
  102039. */
  102040. camera: FollowCamera;
  102041. /**
  102042. * Defines the list of key codes associated with the up action (increase heightOffset)
  102043. */
  102044. keysHeightOffsetIncr: number[];
  102045. /**
  102046. * Defines the list of key codes associated with the down action (decrease heightOffset)
  102047. */
  102048. keysHeightOffsetDecr: number[];
  102049. /**
  102050. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  102051. */
  102052. keysHeightOffsetModifierAlt: boolean;
  102053. /**
  102054. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  102055. */
  102056. keysHeightOffsetModifierCtrl: boolean;
  102057. /**
  102058. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  102059. */
  102060. keysHeightOffsetModifierShift: boolean;
  102061. /**
  102062. * Defines the list of key codes associated with the left action (increase rotationOffset)
  102063. */
  102064. keysRotationOffsetIncr: number[];
  102065. /**
  102066. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  102067. */
  102068. keysRotationOffsetDecr: number[];
  102069. /**
  102070. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  102071. */
  102072. keysRotationOffsetModifierAlt: boolean;
  102073. /**
  102074. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  102075. */
  102076. keysRotationOffsetModifierCtrl: boolean;
  102077. /**
  102078. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  102079. */
  102080. keysRotationOffsetModifierShift: boolean;
  102081. /**
  102082. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  102083. */
  102084. keysRadiusIncr: number[];
  102085. /**
  102086. * Defines the list of key codes associated with the zoom-out action (increase radius)
  102087. */
  102088. keysRadiusDecr: number[];
  102089. /**
  102090. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  102091. */
  102092. keysRadiusModifierAlt: boolean;
  102093. /**
  102094. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  102095. */
  102096. keysRadiusModifierCtrl: boolean;
  102097. /**
  102098. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  102099. */
  102100. keysRadiusModifierShift: boolean;
  102101. /**
  102102. * Defines the rate of change of heightOffset.
  102103. */
  102104. heightSensibility: number;
  102105. /**
  102106. * Defines the rate of change of rotationOffset.
  102107. */
  102108. rotationSensibility: number;
  102109. /**
  102110. * Defines the rate of change of radius.
  102111. */
  102112. radiusSensibility: number;
  102113. private _keys;
  102114. private _ctrlPressed;
  102115. private _altPressed;
  102116. private _shiftPressed;
  102117. private _onCanvasBlurObserver;
  102118. private _onKeyboardObserver;
  102119. private _engine;
  102120. private _scene;
  102121. /**
  102122. * Attach the input controls to a specific dom element to get the input from.
  102123. * @param element Defines the element the controls should be listened from
  102124. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102125. */
  102126. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102127. /**
  102128. * Detach the current controls from the specified dom element.
  102129. * @param element Defines the element to stop listening the inputs from
  102130. */
  102131. detachControl(element: Nullable<HTMLElement>): void;
  102132. /**
  102133. * Update the current camera state depending on the inputs that have been used this frame.
  102134. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102135. */
  102136. checkInputs(): void;
  102137. /**
  102138. * Gets the class name of the current input.
  102139. * @returns the class name
  102140. */
  102141. getClassName(): string;
  102142. /**
  102143. * Get the friendly name associated with the input class.
  102144. * @returns the input friendly name
  102145. */
  102146. getSimpleName(): string;
  102147. /**
  102148. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102149. * allow modification of the heightOffset value.
  102150. */
  102151. private _modifierHeightOffset;
  102152. /**
  102153. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102154. * allow modification of the rotationOffset value.
  102155. */
  102156. private _modifierRotationOffset;
  102157. /**
  102158. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102159. * allow modification of the radius value.
  102160. */
  102161. private _modifierRadius;
  102162. }
  102163. }
  102164. declare module BABYLON {
  102165. interface FreeCameraInputsManager {
  102166. /**
  102167. * @hidden
  102168. */
  102169. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  102170. /**
  102171. * Add orientation input support to the input manager.
  102172. * @returns the current input manager
  102173. */
  102174. addDeviceOrientation(): FreeCameraInputsManager;
  102175. }
  102176. /**
  102177. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  102178. * Screen rotation is taken into account.
  102179. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102180. */
  102181. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  102182. private _camera;
  102183. private _screenOrientationAngle;
  102184. private _constantTranform;
  102185. private _screenQuaternion;
  102186. private _alpha;
  102187. private _beta;
  102188. private _gamma;
  102189. /**
  102190. * Can be used to detect if a device orientation sensor is availible on a device
  102191. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  102192. * @returns a promise that will resolve on orientation change
  102193. */
  102194. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  102195. /**
  102196. * @hidden
  102197. */
  102198. _onDeviceOrientationChangedObservable: Observable<void>;
  102199. /**
  102200. * Instantiates a new input
  102201. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102202. */
  102203. constructor();
  102204. /**
  102205. * Define the camera controlled by the input.
  102206. */
  102207. camera: FreeCamera;
  102208. /**
  102209. * Attach the input controls to a specific dom element to get the input from.
  102210. * @param element Defines the element the controls should be listened from
  102211. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102212. */
  102213. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102214. private _orientationChanged;
  102215. private _deviceOrientation;
  102216. /**
  102217. * Detach the current controls from the specified dom element.
  102218. * @param element Defines the element to stop listening the inputs from
  102219. */
  102220. detachControl(element: Nullable<HTMLElement>): void;
  102221. /**
  102222. * Update the current camera state depending on the inputs that have been used this frame.
  102223. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102224. */
  102225. checkInputs(): void;
  102226. /**
  102227. * Gets the class name of the current intput.
  102228. * @returns the class name
  102229. */
  102230. getClassName(): string;
  102231. /**
  102232. * Get the friendly name associated with the input class.
  102233. * @returns the input friendly name
  102234. */
  102235. getSimpleName(): string;
  102236. }
  102237. }
  102238. declare module BABYLON {
  102239. /**
  102240. * Manage the gamepad inputs to control a free camera.
  102241. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102242. */
  102243. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  102244. /**
  102245. * Define the camera the input is attached to.
  102246. */
  102247. camera: FreeCamera;
  102248. /**
  102249. * Define the Gamepad controlling the input
  102250. */
  102251. gamepad: Nullable<Gamepad>;
  102252. /**
  102253. * Defines the gamepad rotation sensiblity.
  102254. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102255. */
  102256. gamepadAngularSensibility: number;
  102257. /**
  102258. * Defines the gamepad move sensiblity.
  102259. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102260. */
  102261. gamepadMoveSensibility: number;
  102262. private _onGamepadConnectedObserver;
  102263. private _onGamepadDisconnectedObserver;
  102264. private _cameraTransform;
  102265. private _deltaTransform;
  102266. private _vector3;
  102267. private _vector2;
  102268. /**
  102269. * Attach the input controls to a specific dom element to get the input from.
  102270. * @param element Defines the element the controls should be listened from
  102271. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102272. */
  102273. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102274. /**
  102275. * Detach the current controls from the specified dom element.
  102276. * @param element Defines the element to stop listening the inputs from
  102277. */
  102278. detachControl(element: Nullable<HTMLElement>): void;
  102279. /**
  102280. * Update the current camera state depending on the inputs that have been used this frame.
  102281. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102282. */
  102283. checkInputs(): void;
  102284. /**
  102285. * Gets the class name of the current intput.
  102286. * @returns the class name
  102287. */
  102288. getClassName(): string;
  102289. /**
  102290. * Get the friendly name associated with the input class.
  102291. * @returns the input friendly name
  102292. */
  102293. getSimpleName(): string;
  102294. }
  102295. }
  102296. declare module BABYLON {
  102297. /**
  102298. * Defines the potential axis of a Joystick
  102299. */
  102300. export enum JoystickAxis {
  102301. /** X axis */
  102302. X = 0,
  102303. /** Y axis */
  102304. Y = 1,
  102305. /** Z axis */
  102306. Z = 2
  102307. }
  102308. /**
  102309. * Class used to define virtual joystick (used in touch mode)
  102310. */
  102311. export class VirtualJoystick {
  102312. /**
  102313. * Gets or sets a boolean indicating that left and right values must be inverted
  102314. */
  102315. reverseLeftRight: boolean;
  102316. /**
  102317. * Gets or sets a boolean indicating that up and down values must be inverted
  102318. */
  102319. reverseUpDown: boolean;
  102320. /**
  102321. * Gets the offset value for the position (ie. the change of the position value)
  102322. */
  102323. deltaPosition: Vector3;
  102324. /**
  102325. * Gets a boolean indicating if the virtual joystick was pressed
  102326. */
  102327. pressed: boolean;
  102328. /**
  102329. * Canvas the virtual joystick will render onto, default z-index of this is 5
  102330. */
  102331. static Canvas: Nullable<HTMLCanvasElement>;
  102332. private static _globalJoystickIndex;
  102333. private static vjCanvasContext;
  102334. private static vjCanvasWidth;
  102335. private static vjCanvasHeight;
  102336. private static halfWidth;
  102337. private _action;
  102338. private _axisTargetedByLeftAndRight;
  102339. private _axisTargetedByUpAndDown;
  102340. private _joystickSensibility;
  102341. private _inversedSensibility;
  102342. private _joystickPointerID;
  102343. private _joystickColor;
  102344. private _joystickPointerPos;
  102345. private _joystickPreviousPointerPos;
  102346. private _joystickPointerStartPos;
  102347. private _deltaJoystickVector;
  102348. private _leftJoystick;
  102349. private _touches;
  102350. private _onPointerDownHandlerRef;
  102351. private _onPointerMoveHandlerRef;
  102352. private _onPointerUpHandlerRef;
  102353. private _onResize;
  102354. /**
  102355. * Creates a new virtual joystick
  102356. * @param leftJoystick defines that the joystick is for left hand (false by default)
  102357. */
  102358. constructor(leftJoystick?: boolean);
  102359. /**
  102360. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  102361. * @param newJoystickSensibility defines the new sensibility
  102362. */
  102363. setJoystickSensibility(newJoystickSensibility: number): void;
  102364. private _onPointerDown;
  102365. private _onPointerMove;
  102366. private _onPointerUp;
  102367. /**
  102368. * Change the color of the virtual joystick
  102369. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  102370. */
  102371. setJoystickColor(newColor: string): void;
  102372. /**
  102373. * Defines a callback to call when the joystick is touched
  102374. * @param action defines the callback
  102375. */
  102376. setActionOnTouch(action: () => any): void;
  102377. /**
  102378. * Defines which axis you'd like to control for left & right
  102379. * @param axis defines the axis to use
  102380. */
  102381. setAxisForLeftRight(axis: JoystickAxis): void;
  102382. /**
  102383. * Defines which axis you'd like to control for up & down
  102384. * @param axis defines the axis to use
  102385. */
  102386. setAxisForUpDown(axis: JoystickAxis): void;
  102387. private _drawVirtualJoystick;
  102388. /**
  102389. * Release internal HTML canvas
  102390. */
  102391. releaseCanvas(): void;
  102392. }
  102393. }
  102394. declare module BABYLON {
  102395. interface FreeCameraInputsManager {
  102396. /**
  102397. * Add virtual joystick input support to the input manager.
  102398. * @returns the current input manager
  102399. */
  102400. addVirtualJoystick(): FreeCameraInputsManager;
  102401. }
  102402. /**
  102403. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  102404. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102405. */
  102406. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  102407. /**
  102408. * Defines the camera the input is attached to.
  102409. */
  102410. camera: FreeCamera;
  102411. private _leftjoystick;
  102412. private _rightjoystick;
  102413. /**
  102414. * Gets the left stick of the virtual joystick.
  102415. * @returns The virtual Joystick
  102416. */
  102417. getLeftJoystick(): VirtualJoystick;
  102418. /**
  102419. * Gets the right stick of the virtual joystick.
  102420. * @returns The virtual Joystick
  102421. */
  102422. getRightJoystick(): VirtualJoystick;
  102423. /**
  102424. * Update the current camera state depending on the inputs that have been used this frame.
  102425. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102426. */
  102427. checkInputs(): void;
  102428. /**
  102429. * Attach the input controls to a specific dom element to get the input from.
  102430. * @param element Defines the element the controls should be listened from
  102431. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102432. */
  102433. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102434. /**
  102435. * Detach the current controls from the specified dom element.
  102436. * @param element Defines the element to stop listening the inputs from
  102437. */
  102438. detachControl(element: Nullable<HTMLElement>): void;
  102439. /**
  102440. * Gets the class name of the current intput.
  102441. * @returns the class name
  102442. */
  102443. getClassName(): string;
  102444. /**
  102445. * Get the friendly name associated with the input class.
  102446. * @returns the input friendly name
  102447. */
  102448. getSimpleName(): string;
  102449. }
  102450. }
  102451. declare module BABYLON {
  102452. /**
  102453. * This represents a FPS type of camera controlled by touch.
  102454. * This is like a universal camera minus the Gamepad controls.
  102455. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102456. */
  102457. export class TouchCamera extends FreeCamera {
  102458. /**
  102459. * Defines the touch sensibility for rotation.
  102460. * The higher the faster.
  102461. */
  102462. touchAngularSensibility: number;
  102463. /**
  102464. * Defines the touch sensibility for move.
  102465. * The higher the faster.
  102466. */
  102467. touchMoveSensibility: number;
  102468. /**
  102469. * Instantiates a new touch camera.
  102470. * This represents a FPS type of camera controlled by touch.
  102471. * This is like a universal camera minus the Gamepad controls.
  102472. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102473. * @param name Define the name of the camera in the scene
  102474. * @param position Define the start position of the camera in the scene
  102475. * @param scene Define the scene the camera belongs to
  102476. */
  102477. constructor(name: string, position: Vector3, scene: Scene);
  102478. /**
  102479. * Gets the current object class name.
  102480. * @return the class name
  102481. */
  102482. getClassName(): string;
  102483. /** @hidden */
  102484. _setupInputs(): void;
  102485. }
  102486. }
  102487. declare module BABYLON {
  102488. /**
  102489. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  102490. * being tilted forward or back and left or right.
  102491. */
  102492. export class DeviceOrientationCamera extends FreeCamera {
  102493. private _initialQuaternion;
  102494. private _quaternionCache;
  102495. private _tmpDragQuaternion;
  102496. private _disablePointerInputWhenUsingDeviceOrientation;
  102497. /**
  102498. * Creates a new device orientation camera
  102499. * @param name The name of the camera
  102500. * @param position The start position camera
  102501. * @param scene The scene the camera belongs to
  102502. */
  102503. constructor(name: string, position: Vector3, scene: Scene);
  102504. /**
  102505. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  102506. */
  102507. disablePointerInputWhenUsingDeviceOrientation: boolean;
  102508. private _dragFactor;
  102509. /**
  102510. * Enabled turning on the y axis when the orientation sensor is active
  102511. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  102512. */
  102513. enableHorizontalDragging(dragFactor?: number): void;
  102514. /**
  102515. * Gets the current instance class name ("DeviceOrientationCamera").
  102516. * This helps avoiding instanceof at run time.
  102517. * @returns the class name
  102518. */
  102519. getClassName(): string;
  102520. /**
  102521. * @hidden
  102522. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  102523. */
  102524. _checkInputs(): void;
  102525. /**
  102526. * Reset the camera to its default orientation on the specified axis only.
  102527. * @param axis The axis to reset
  102528. */
  102529. resetToCurrentRotation(axis?: Axis): void;
  102530. }
  102531. }
  102532. declare module BABYLON {
  102533. /**
  102534. * Defines supported buttons for XBox360 compatible gamepads
  102535. */
  102536. export enum Xbox360Button {
  102537. /** A */
  102538. A = 0,
  102539. /** B */
  102540. B = 1,
  102541. /** X */
  102542. X = 2,
  102543. /** Y */
  102544. Y = 3,
  102545. /** Start */
  102546. Start = 4,
  102547. /** Back */
  102548. Back = 5,
  102549. /** Left button */
  102550. LB = 6,
  102551. /** Right button */
  102552. RB = 7,
  102553. /** Left stick */
  102554. LeftStick = 8,
  102555. /** Right stick */
  102556. RightStick = 9
  102557. }
  102558. /** Defines values for XBox360 DPad */
  102559. export enum Xbox360Dpad {
  102560. /** Up */
  102561. Up = 0,
  102562. /** Down */
  102563. Down = 1,
  102564. /** Left */
  102565. Left = 2,
  102566. /** Right */
  102567. Right = 3
  102568. }
  102569. /**
  102570. * Defines a XBox360 gamepad
  102571. */
  102572. export class Xbox360Pad extends Gamepad {
  102573. private _leftTrigger;
  102574. private _rightTrigger;
  102575. private _onlefttriggerchanged;
  102576. private _onrighttriggerchanged;
  102577. private _onbuttondown;
  102578. private _onbuttonup;
  102579. private _ondpaddown;
  102580. private _ondpadup;
  102581. /** Observable raised when a button is pressed */
  102582. onButtonDownObservable: Observable<Xbox360Button>;
  102583. /** Observable raised when a button is released */
  102584. onButtonUpObservable: Observable<Xbox360Button>;
  102585. /** Observable raised when a pad is pressed */
  102586. onPadDownObservable: Observable<Xbox360Dpad>;
  102587. /** Observable raised when a pad is released */
  102588. onPadUpObservable: Observable<Xbox360Dpad>;
  102589. private _buttonA;
  102590. private _buttonB;
  102591. private _buttonX;
  102592. private _buttonY;
  102593. private _buttonBack;
  102594. private _buttonStart;
  102595. private _buttonLB;
  102596. private _buttonRB;
  102597. private _buttonLeftStick;
  102598. private _buttonRightStick;
  102599. private _dPadUp;
  102600. private _dPadDown;
  102601. private _dPadLeft;
  102602. private _dPadRight;
  102603. private _isXboxOnePad;
  102604. /**
  102605. * Creates a new XBox360 gamepad object
  102606. * @param id defines the id of this gamepad
  102607. * @param index defines its index
  102608. * @param gamepad defines the internal HTML gamepad object
  102609. * @param xboxOne defines if it is a XBox One gamepad
  102610. */
  102611. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  102612. /**
  102613. * Defines the callback to call when left trigger is pressed
  102614. * @param callback defines the callback to use
  102615. */
  102616. onlefttriggerchanged(callback: (value: number) => void): void;
  102617. /**
  102618. * Defines the callback to call when right trigger is pressed
  102619. * @param callback defines the callback to use
  102620. */
  102621. onrighttriggerchanged(callback: (value: number) => void): void;
  102622. /**
  102623. * Gets the left trigger value
  102624. */
  102625. /**
  102626. * Sets the left trigger value
  102627. */
  102628. leftTrigger: number;
  102629. /**
  102630. * Gets the right trigger value
  102631. */
  102632. /**
  102633. * Sets the right trigger value
  102634. */
  102635. rightTrigger: number;
  102636. /**
  102637. * Defines the callback to call when a button is pressed
  102638. * @param callback defines the callback to use
  102639. */
  102640. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  102641. /**
  102642. * Defines the callback to call when a button is released
  102643. * @param callback defines the callback to use
  102644. */
  102645. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  102646. /**
  102647. * Defines the callback to call when a pad is pressed
  102648. * @param callback defines the callback to use
  102649. */
  102650. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  102651. /**
  102652. * Defines the callback to call when a pad is released
  102653. * @param callback defines the callback to use
  102654. */
  102655. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  102656. private _setButtonValue;
  102657. private _setDPadValue;
  102658. /**
  102659. * Gets the value of the `A` button
  102660. */
  102661. /**
  102662. * Sets the value of the `A` button
  102663. */
  102664. buttonA: number;
  102665. /**
  102666. * Gets the value of the `B` button
  102667. */
  102668. /**
  102669. * Sets the value of the `B` button
  102670. */
  102671. buttonB: number;
  102672. /**
  102673. * Gets the value of the `X` button
  102674. */
  102675. /**
  102676. * Sets the value of the `X` button
  102677. */
  102678. buttonX: number;
  102679. /**
  102680. * Gets the value of the `Y` button
  102681. */
  102682. /**
  102683. * Sets the value of the `Y` button
  102684. */
  102685. buttonY: number;
  102686. /**
  102687. * Gets the value of the `Start` button
  102688. */
  102689. /**
  102690. * Sets the value of the `Start` button
  102691. */
  102692. buttonStart: number;
  102693. /**
  102694. * Gets the value of the `Back` button
  102695. */
  102696. /**
  102697. * Sets the value of the `Back` button
  102698. */
  102699. buttonBack: number;
  102700. /**
  102701. * Gets the value of the `Left` button
  102702. */
  102703. /**
  102704. * Sets the value of the `Left` button
  102705. */
  102706. buttonLB: number;
  102707. /**
  102708. * Gets the value of the `Right` button
  102709. */
  102710. /**
  102711. * Sets the value of the `Right` button
  102712. */
  102713. buttonRB: number;
  102714. /**
  102715. * Gets the value of the Left joystick
  102716. */
  102717. /**
  102718. * Sets the value of the Left joystick
  102719. */
  102720. buttonLeftStick: number;
  102721. /**
  102722. * Gets the value of the Right joystick
  102723. */
  102724. /**
  102725. * Sets the value of the Right joystick
  102726. */
  102727. buttonRightStick: number;
  102728. /**
  102729. * Gets the value of D-pad up
  102730. */
  102731. /**
  102732. * Sets the value of D-pad up
  102733. */
  102734. dPadUp: number;
  102735. /**
  102736. * Gets the value of D-pad down
  102737. */
  102738. /**
  102739. * Sets the value of D-pad down
  102740. */
  102741. dPadDown: number;
  102742. /**
  102743. * Gets the value of D-pad left
  102744. */
  102745. /**
  102746. * Sets the value of D-pad left
  102747. */
  102748. dPadLeft: number;
  102749. /**
  102750. * Gets the value of D-pad right
  102751. */
  102752. /**
  102753. * Sets the value of D-pad right
  102754. */
  102755. dPadRight: number;
  102756. /**
  102757. * Force the gamepad to synchronize with device values
  102758. */
  102759. update(): void;
  102760. /**
  102761. * Disposes the gamepad
  102762. */
  102763. dispose(): void;
  102764. }
  102765. }
  102766. declare module BABYLON {
  102767. /**
  102768. * Defines supported buttons for DualShock compatible gamepads
  102769. */
  102770. export enum DualShockButton {
  102771. /** Cross */
  102772. Cross = 0,
  102773. /** Circle */
  102774. Circle = 1,
  102775. /** Square */
  102776. Square = 2,
  102777. /** Triangle */
  102778. Triangle = 3,
  102779. /** Options */
  102780. Options = 4,
  102781. /** Share */
  102782. Share = 5,
  102783. /** L1 */
  102784. L1 = 6,
  102785. /** R1 */
  102786. R1 = 7,
  102787. /** Left stick */
  102788. LeftStick = 8,
  102789. /** Right stick */
  102790. RightStick = 9
  102791. }
  102792. /** Defines values for DualShock DPad */
  102793. export enum DualShockDpad {
  102794. /** Up */
  102795. Up = 0,
  102796. /** Down */
  102797. Down = 1,
  102798. /** Left */
  102799. Left = 2,
  102800. /** Right */
  102801. Right = 3
  102802. }
  102803. /**
  102804. * Defines a DualShock gamepad
  102805. */
  102806. export class DualShockPad extends Gamepad {
  102807. private _leftTrigger;
  102808. private _rightTrigger;
  102809. private _onlefttriggerchanged;
  102810. private _onrighttriggerchanged;
  102811. private _onbuttondown;
  102812. private _onbuttonup;
  102813. private _ondpaddown;
  102814. private _ondpadup;
  102815. /** Observable raised when a button is pressed */
  102816. onButtonDownObservable: Observable<DualShockButton>;
  102817. /** Observable raised when a button is released */
  102818. onButtonUpObservable: Observable<DualShockButton>;
  102819. /** Observable raised when a pad is pressed */
  102820. onPadDownObservable: Observable<DualShockDpad>;
  102821. /** Observable raised when a pad is released */
  102822. onPadUpObservable: Observable<DualShockDpad>;
  102823. private _buttonCross;
  102824. private _buttonCircle;
  102825. private _buttonSquare;
  102826. private _buttonTriangle;
  102827. private _buttonShare;
  102828. private _buttonOptions;
  102829. private _buttonL1;
  102830. private _buttonR1;
  102831. private _buttonLeftStick;
  102832. private _buttonRightStick;
  102833. private _dPadUp;
  102834. private _dPadDown;
  102835. private _dPadLeft;
  102836. private _dPadRight;
  102837. /**
  102838. * Creates a new DualShock gamepad object
  102839. * @param id defines the id of this gamepad
  102840. * @param index defines its index
  102841. * @param gamepad defines the internal HTML gamepad object
  102842. */
  102843. constructor(id: string, index: number, gamepad: any);
  102844. /**
  102845. * Defines the callback to call when left trigger is pressed
  102846. * @param callback defines the callback to use
  102847. */
  102848. onlefttriggerchanged(callback: (value: number) => void): void;
  102849. /**
  102850. * Defines the callback to call when right trigger is pressed
  102851. * @param callback defines the callback to use
  102852. */
  102853. onrighttriggerchanged(callback: (value: number) => void): void;
  102854. /**
  102855. * Gets the left trigger value
  102856. */
  102857. /**
  102858. * Sets the left trigger value
  102859. */
  102860. leftTrigger: number;
  102861. /**
  102862. * Gets the right trigger value
  102863. */
  102864. /**
  102865. * Sets the right trigger value
  102866. */
  102867. rightTrigger: number;
  102868. /**
  102869. * Defines the callback to call when a button is pressed
  102870. * @param callback defines the callback to use
  102871. */
  102872. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  102873. /**
  102874. * Defines the callback to call when a button is released
  102875. * @param callback defines the callback to use
  102876. */
  102877. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  102878. /**
  102879. * Defines the callback to call when a pad is pressed
  102880. * @param callback defines the callback to use
  102881. */
  102882. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  102883. /**
  102884. * Defines the callback to call when a pad is released
  102885. * @param callback defines the callback to use
  102886. */
  102887. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  102888. private _setButtonValue;
  102889. private _setDPadValue;
  102890. /**
  102891. * Gets the value of the `Cross` button
  102892. */
  102893. /**
  102894. * Sets the value of the `Cross` button
  102895. */
  102896. buttonCross: number;
  102897. /**
  102898. * Gets the value of the `Circle` button
  102899. */
  102900. /**
  102901. * Sets the value of the `Circle` button
  102902. */
  102903. buttonCircle: number;
  102904. /**
  102905. * Gets the value of the `Square` button
  102906. */
  102907. /**
  102908. * Sets the value of the `Square` button
  102909. */
  102910. buttonSquare: number;
  102911. /**
  102912. * Gets the value of the `Triangle` button
  102913. */
  102914. /**
  102915. * Sets the value of the `Triangle` button
  102916. */
  102917. buttonTriangle: number;
  102918. /**
  102919. * Gets the value of the `Options` button
  102920. */
  102921. /**
  102922. * Sets the value of the `Options` button
  102923. */
  102924. buttonOptions: number;
  102925. /**
  102926. * Gets the value of the `Share` button
  102927. */
  102928. /**
  102929. * Sets the value of the `Share` button
  102930. */
  102931. buttonShare: number;
  102932. /**
  102933. * Gets the value of the `L1` button
  102934. */
  102935. /**
  102936. * Sets the value of the `L1` button
  102937. */
  102938. buttonL1: number;
  102939. /**
  102940. * Gets the value of the `R1` button
  102941. */
  102942. /**
  102943. * Sets the value of the `R1` button
  102944. */
  102945. buttonR1: number;
  102946. /**
  102947. * Gets the value of the Left joystick
  102948. */
  102949. /**
  102950. * Sets the value of the Left joystick
  102951. */
  102952. buttonLeftStick: number;
  102953. /**
  102954. * Gets the value of the Right joystick
  102955. */
  102956. /**
  102957. * Sets the value of the Right joystick
  102958. */
  102959. buttonRightStick: number;
  102960. /**
  102961. * Gets the value of D-pad up
  102962. */
  102963. /**
  102964. * Sets the value of D-pad up
  102965. */
  102966. dPadUp: number;
  102967. /**
  102968. * Gets the value of D-pad down
  102969. */
  102970. /**
  102971. * Sets the value of D-pad down
  102972. */
  102973. dPadDown: number;
  102974. /**
  102975. * Gets the value of D-pad left
  102976. */
  102977. /**
  102978. * Sets the value of D-pad left
  102979. */
  102980. dPadLeft: number;
  102981. /**
  102982. * Gets the value of D-pad right
  102983. */
  102984. /**
  102985. * Sets the value of D-pad right
  102986. */
  102987. dPadRight: number;
  102988. /**
  102989. * Force the gamepad to synchronize with device values
  102990. */
  102991. update(): void;
  102992. /**
  102993. * Disposes the gamepad
  102994. */
  102995. dispose(): void;
  102996. }
  102997. }
  102998. declare module BABYLON {
  102999. /**
  103000. * Manager for handling gamepads
  103001. */
  103002. export class GamepadManager {
  103003. private _scene?;
  103004. private _babylonGamepads;
  103005. private _oneGamepadConnected;
  103006. /** @hidden */
  103007. _isMonitoring: boolean;
  103008. private _gamepadEventSupported;
  103009. private _gamepadSupport;
  103010. /**
  103011. * observable to be triggered when the gamepad controller has been connected
  103012. */
  103013. onGamepadConnectedObservable: Observable<Gamepad>;
  103014. /**
  103015. * observable to be triggered when the gamepad controller has been disconnected
  103016. */
  103017. onGamepadDisconnectedObservable: Observable<Gamepad>;
  103018. private _onGamepadConnectedEvent;
  103019. private _onGamepadDisconnectedEvent;
  103020. /**
  103021. * Initializes the gamepad manager
  103022. * @param _scene BabylonJS scene
  103023. */
  103024. constructor(_scene?: Scene | undefined);
  103025. /**
  103026. * The gamepads in the game pad manager
  103027. */
  103028. readonly gamepads: Gamepad[];
  103029. /**
  103030. * Get the gamepad controllers based on type
  103031. * @param type The type of gamepad controller
  103032. * @returns Nullable gamepad
  103033. */
  103034. getGamepadByType(type?: number): Nullable<Gamepad>;
  103035. /**
  103036. * Disposes the gamepad manager
  103037. */
  103038. dispose(): void;
  103039. private _addNewGamepad;
  103040. private _startMonitoringGamepads;
  103041. private _stopMonitoringGamepads;
  103042. /** @hidden */
  103043. _checkGamepadsStatus(): void;
  103044. private _updateGamepadObjects;
  103045. }
  103046. }
  103047. declare module BABYLON {
  103048. interface Scene {
  103049. /** @hidden */
  103050. _gamepadManager: Nullable<GamepadManager>;
  103051. /**
  103052. * Gets the gamepad manager associated with the scene
  103053. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  103054. */
  103055. gamepadManager: GamepadManager;
  103056. }
  103057. /**
  103058. * Interface representing a free camera inputs manager
  103059. */
  103060. interface FreeCameraInputsManager {
  103061. /**
  103062. * Adds gamepad input support to the FreeCameraInputsManager.
  103063. * @returns the FreeCameraInputsManager
  103064. */
  103065. addGamepad(): FreeCameraInputsManager;
  103066. }
  103067. /**
  103068. * Interface representing an arc rotate camera inputs manager
  103069. */
  103070. interface ArcRotateCameraInputsManager {
  103071. /**
  103072. * Adds gamepad input support to the ArcRotateCamera InputManager.
  103073. * @returns the camera inputs manager
  103074. */
  103075. addGamepad(): ArcRotateCameraInputsManager;
  103076. }
  103077. /**
  103078. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  103079. */
  103080. export class GamepadSystemSceneComponent implements ISceneComponent {
  103081. /**
  103082. * The component name helpfull to identify the component in the list of scene components.
  103083. */
  103084. readonly name: string;
  103085. /**
  103086. * The scene the component belongs to.
  103087. */
  103088. scene: Scene;
  103089. /**
  103090. * Creates a new instance of the component for the given scene
  103091. * @param scene Defines the scene to register the component in
  103092. */
  103093. constructor(scene: Scene);
  103094. /**
  103095. * Registers the component in a given scene
  103096. */
  103097. register(): void;
  103098. /**
  103099. * Rebuilds the elements related to this component in case of
  103100. * context lost for instance.
  103101. */
  103102. rebuild(): void;
  103103. /**
  103104. * Disposes the component and the associated ressources
  103105. */
  103106. dispose(): void;
  103107. private _beforeCameraUpdate;
  103108. }
  103109. }
  103110. declare module BABYLON {
  103111. /**
  103112. * 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,
  103113. * which still works and will still be found in many Playgrounds.
  103114. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103115. */
  103116. export class UniversalCamera extends TouchCamera {
  103117. /**
  103118. * Defines the gamepad rotation sensiblity.
  103119. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103120. */
  103121. gamepadAngularSensibility: number;
  103122. /**
  103123. * Defines the gamepad move sensiblity.
  103124. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103125. */
  103126. gamepadMoveSensibility: number;
  103127. /**
  103128. * 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,
  103129. * which still works and will still be found in many Playgrounds.
  103130. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103131. * @param name Define the name of the camera in the scene
  103132. * @param position Define the start position of the camera in the scene
  103133. * @param scene Define the scene the camera belongs to
  103134. */
  103135. constructor(name: string, position: Vector3, scene: Scene);
  103136. /**
  103137. * Gets the current object class name.
  103138. * @return the class name
  103139. */
  103140. getClassName(): string;
  103141. }
  103142. }
  103143. declare module BABYLON {
  103144. /**
  103145. * This represents a FPS type of camera. This is only here for back compat purpose.
  103146. * Please use the UniversalCamera instead as both are identical.
  103147. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103148. */
  103149. export class GamepadCamera extends UniversalCamera {
  103150. /**
  103151. * Instantiates a new Gamepad Camera
  103152. * This represents a FPS type of camera. This is only here for back compat purpose.
  103153. * Please use the UniversalCamera instead as both are identical.
  103154. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103155. * @param name Define the name of the camera in the scene
  103156. * @param position Define the start position of the camera in the scene
  103157. * @param scene Define the scene the camera belongs to
  103158. */
  103159. constructor(name: string, position: Vector3, scene: Scene);
  103160. /**
  103161. * Gets the current object class name.
  103162. * @return the class name
  103163. */
  103164. getClassName(): string;
  103165. }
  103166. }
  103167. declare module BABYLON {
  103168. /** @hidden */
  103169. export var passPixelShader: {
  103170. name: string;
  103171. shader: string;
  103172. };
  103173. }
  103174. declare module BABYLON {
  103175. /** @hidden */
  103176. export var passCubePixelShader: {
  103177. name: string;
  103178. shader: string;
  103179. };
  103180. }
  103181. declare module BABYLON {
  103182. /**
  103183. * PassPostProcess which produces an output the same as it's input
  103184. */
  103185. export class PassPostProcess extends PostProcess {
  103186. /**
  103187. * Creates the PassPostProcess
  103188. * @param name The name of the effect.
  103189. * @param options The required width/height ratio to downsize to before computing the render pass.
  103190. * @param camera The camera to apply the render pass to.
  103191. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103192. * @param engine The engine which the post process will be applied. (default: current engine)
  103193. * @param reusable If the post process can be reused on the same frame. (default: false)
  103194. * @param textureType The type of texture to be used when performing the post processing.
  103195. * @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)
  103196. */
  103197. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103198. }
  103199. /**
  103200. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  103201. */
  103202. export class PassCubePostProcess extends PostProcess {
  103203. private _face;
  103204. /**
  103205. * Gets or sets the cube face to display.
  103206. * * 0 is +X
  103207. * * 1 is -X
  103208. * * 2 is +Y
  103209. * * 3 is -Y
  103210. * * 4 is +Z
  103211. * * 5 is -Z
  103212. */
  103213. face: number;
  103214. /**
  103215. * Creates the PassCubePostProcess
  103216. * @param name The name of the effect.
  103217. * @param options The required width/height ratio to downsize to before computing the render pass.
  103218. * @param camera The camera to apply the render pass to.
  103219. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103220. * @param engine The engine which the post process will be applied. (default: current engine)
  103221. * @param reusable If the post process can be reused on the same frame. (default: false)
  103222. * @param textureType The type of texture to be used when performing the post processing.
  103223. * @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)
  103224. */
  103225. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103226. }
  103227. }
  103228. declare module BABYLON {
  103229. /** @hidden */
  103230. export var anaglyphPixelShader: {
  103231. name: string;
  103232. shader: string;
  103233. };
  103234. }
  103235. declare module BABYLON {
  103236. /**
  103237. * Postprocess used to generate anaglyphic rendering
  103238. */
  103239. export class AnaglyphPostProcess extends PostProcess {
  103240. private _passedProcess;
  103241. /**
  103242. * Creates a new AnaglyphPostProcess
  103243. * @param name defines postprocess name
  103244. * @param options defines creation options or target ratio scale
  103245. * @param rigCameras defines cameras using this postprocess
  103246. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  103247. * @param engine defines hosting engine
  103248. * @param reusable defines if the postprocess will be reused multiple times per frame
  103249. */
  103250. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  103251. }
  103252. }
  103253. declare module BABYLON {
  103254. /**
  103255. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  103256. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103257. */
  103258. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  103259. /**
  103260. * Creates a new AnaglyphArcRotateCamera
  103261. * @param name defines camera name
  103262. * @param alpha defines alpha angle (in radians)
  103263. * @param beta defines beta angle (in radians)
  103264. * @param radius defines radius
  103265. * @param target defines camera target
  103266. * @param interaxialDistance defines distance between each color axis
  103267. * @param scene defines the hosting scene
  103268. */
  103269. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  103270. /**
  103271. * Gets camera class name
  103272. * @returns AnaglyphArcRotateCamera
  103273. */
  103274. getClassName(): string;
  103275. }
  103276. }
  103277. declare module BABYLON {
  103278. /**
  103279. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  103280. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103281. */
  103282. export class AnaglyphFreeCamera extends FreeCamera {
  103283. /**
  103284. * Creates a new AnaglyphFreeCamera
  103285. * @param name defines camera name
  103286. * @param position defines initial position
  103287. * @param interaxialDistance defines distance between each color axis
  103288. * @param scene defines the hosting scene
  103289. */
  103290. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103291. /**
  103292. * Gets camera class name
  103293. * @returns AnaglyphFreeCamera
  103294. */
  103295. getClassName(): string;
  103296. }
  103297. }
  103298. declare module BABYLON {
  103299. /**
  103300. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  103301. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103302. */
  103303. export class AnaglyphGamepadCamera extends GamepadCamera {
  103304. /**
  103305. * Creates a new AnaglyphGamepadCamera
  103306. * @param name defines camera name
  103307. * @param position defines initial position
  103308. * @param interaxialDistance defines distance between each color axis
  103309. * @param scene defines the hosting scene
  103310. */
  103311. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103312. /**
  103313. * Gets camera class name
  103314. * @returns AnaglyphGamepadCamera
  103315. */
  103316. getClassName(): string;
  103317. }
  103318. }
  103319. declare module BABYLON {
  103320. /**
  103321. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  103322. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103323. */
  103324. export class AnaglyphUniversalCamera extends UniversalCamera {
  103325. /**
  103326. * Creates a new AnaglyphUniversalCamera
  103327. * @param name defines camera name
  103328. * @param position defines initial position
  103329. * @param interaxialDistance defines distance between each color axis
  103330. * @param scene defines the hosting scene
  103331. */
  103332. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103333. /**
  103334. * Gets camera class name
  103335. * @returns AnaglyphUniversalCamera
  103336. */
  103337. getClassName(): string;
  103338. }
  103339. }
  103340. declare module BABYLON {
  103341. /** @hidden */
  103342. export var stereoscopicInterlacePixelShader: {
  103343. name: string;
  103344. shader: string;
  103345. };
  103346. }
  103347. declare module BABYLON {
  103348. /**
  103349. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  103350. */
  103351. export class StereoscopicInterlacePostProcess extends PostProcess {
  103352. private _stepSize;
  103353. private _passedProcess;
  103354. /**
  103355. * Initializes a StereoscopicInterlacePostProcess
  103356. * @param name The name of the effect.
  103357. * @param rigCameras The rig cameras to be appled to the post process
  103358. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  103359. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103360. * @param engine The engine which the post process will be applied. (default: current engine)
  103361. * @param reusable If the post process can be reused on the same frame. (default: false)
  103362. */
  103363. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  103364. }
  103365. }
  103366. declare module BABYLON {
  103367. /**
  103368. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  103369. * @see http://doc.babylonjs.com/features/cameras
  103370. */
  103371. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  103372. /**
  103373. * Creates a new StereoscopicArcRotateCamera
  103374. * @param name defines camera name
  103375. * @param alpha defines alpha angle (in radians)
  103376. * @param beta defines beta angle (in radians)
  103377. * @param radius defines radius
  103378. * @param target defines camera target
  103379. * @param interaxialDistance defines distance between each color axis
  103380. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103381. * @param scene defines the hosting scene
  103382. */
  103383. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103384. /**
  103385. * Gets camera class name
  103386. * @returns StereoscopicArcRotateCamera
  103387. */
  103388. getClassName(): string;
  103389. }
  103390. }
  103391. declare module BABYLON {
  103392. /**
  103393. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  103394. * @see http://doc.babylonjs.com/features/cameras
  103395. */
  103396. export class StereoscopicFreeCamera extends FreeCamera {
  103397. /**
  103398. * Creates a new StereoscopicFreeCamera
  103399. * @param name defines camera name
  103400. * @param position defines initial position
  103401. * @param interaxialDistance defines distance between each color axis
  103402. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103403. * @param scene defines the hosting scene
  103404. */
  103405. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103406. /**
  103407. * Gets camera class name
  103408. * @returns StereoscopicFreeCamera
  103409. */
  103410. getClassName(): string;
  103411. }
  103412. }
  103413. declare module BABYLON {
  103414. /**
  103415. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  103416. * @see http://doc.babylonjs.com/features/cameras
  103417. */
  103418. export class StereoscopicGamepadCamera extends GamepadCamera {
  103419. /**
  103420. * Creates a new StereoscopicGamepadCamera
  103421. * @param name defines camera name
  103422. * @param position defines initial position
  103423. * @param interaxialDistance defines distance between each color axis
  103424. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103425. * @param scene defines the hosting scene
  103426. */
  103427. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103428. /**
  103429. * Gets camera class name
  103430. * @returns StereoscopicGamepadCamera
  103431. */
  103432. getClassName(): string;
  103433. }
  103434. }
  103435. declare module BABYLON {
  103436. /**
  103437. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  103438. * @see http://doc.babylonjs.com/features/cameras
  103439. */
  103440. export class StereoscopicUniversalCamera extends UniversalCamera {
  103441. /**
  103442. * Creates a new StereoscopicUniversalCamera
  103443. * @param name defines camera name
  103444. * @param position defines initial position
  103445. * @param interaxialDistance defines distance between each color axis
  103446. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103447. * @param scene defines the hosting scene
  103448. */
  103449. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103450. /**
  103451. * Gets camera class name
  103452. * @returns StereoscopicUniversalCamera
  103453. */
  103454. getClassName(): string;
  103455. }
  103456. }
  103457. declare module BABYLON {
  103458. /**
  103459. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  103460. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103461. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103462. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103463. */
  103464. export class VirtualJoysticksCamera extends FreeCamera {
  103465. /**
  103466. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  103467. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103468. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103469. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103470. * @param name Define the name of the camera in the scene
  103471. * @param position Define the start position of the camera in the scene
  103472. * @param scene Define the scene the camera belongs to
  103473. */
  103474. constructor(name: string, position: Vector3, scene: Scene);
  103475. /**
  103476. * Gets the current object class name.
  103477. * @return the class name
  103478. */
  103479. getClassName(): string;
  103480. }
  103481. }
  103482. declare module BABYLON {
  103483. /**
  103484. * This represents all the required metrics to create a VR camera.
  103485. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  103486. */
  103487. export class VRCameraMetrics {
  103488. /**
  103489. * Define the horizontal resolution off the screen.
  103490. */
  103491. hResolution: number;
  103492. /**
  103493. * Define the vertical resolution off the screen.
  103494. */
  103495. vResolution: number;
  103496. /**
  103497. * Define the horizontal screen size.
  103498. */
  103499. hScreenSize: number;
  103500. /**
  103501. * Define the vertical screen size.
  103502. */
  103503. vScreenSize: number;
  103504. /**
  103505. * Define the vertical screen center position.
  103506. */
  103507. vScreenCenter: number;
  103508. /**
  103509. * Define the distance of the eyes to the screen.
  103510. */
  103511. eyeToScreenDistance: number;
  103512. /**
  103513. * Define the distance between both lenses
  103514. */
  103515. lensSeparationDistance: number;
  103516. /**
  103517. * Define the distance between both viewer's eyes.
  103518. */
  103519. interpupillaryDistance: number;
  103520. /**
  103521. * Define the distortion factor of the VR postprocess.
  103522. * Please, touch with care.
  103523. */
  103524. distortionK: number[];
  103525. /**
  103526. * Define the chromatic aberration correction factors for the VR post process.
  103527. */
  103528. chromaAbCorrection: number[];
  103529. /**
  103530. * Define the scale factor of the post process.
  103531. * The smaller the better but the slower.
  103532. */
  103533. postProcessScaleFactor: number;
  103534. /**
  103535. * Define an offset for the lens center.
  103536. */
  103537. lensCenterOffset: number;
  103538. /**
  103539. * Define if the current vr camera should compensate the distortion of the lense or not.
  103540. */
  103541. compensateDistortion: boolean;
  103542. /**
  103543. * Defines if multiview should be enabled when rendering (Default: false)
  103544. */
  103545. multiviewEnabled: boolean;
  103546. /**
  103547. * Gets the rendering aspect ratio based on the provided resolutions.
  103548. */
  103549. readonly aspectRatio: number;
  103550. /**
  103551. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  103552. */
  103553. readonly aspectRatioFov: number;
  103554. /**
  103555. * @hidden
  103556. */
  103557. readonly leftHMatrix: Matrix;
  103558. /**
  103559. * @hidden
  103560. */
  103561. readonly rightHMatrix: Matrix;
  103562. /**
  103563. * @hidden
  103564. */
  103565. readonly leftPreViewMatrix: Matrix;
  103566. /**
  103567. * @hidden
  103568. */
  103569. readonly rightPreViewMatrix: Matrix;
  103570. /**
  103571. * Get the default VRMetrics based on the most generic setup.
  103572. * @returns the default vr metrics
  103573. */
  103574. static GetDefault(): VRCameraMetrics;
  103575. }
  103576. }
  103577. declare module BABYLON {
  103578. /** @hidden */
  103579. export var vrDistortionCorrectionPixelShader: {
  103580. name: string;
  103581. shader: string;
  103582. };
  103583. }
  103584. declare module BABYLON {
  103585. /**
  103586. * VRDistortionCorrectionPostProcess used for mobile VR
  103587. */
  103588. export class VRDistortionCorrectionPostProcess extends PostProcess {
  103589. private _isRightEye;
  103590. private _distortionFactors;
  103591. private _postProcessScaleFactor;
  103592. private _lensCenterOffset;
  103593. private _scaleIn;
  103594. private _scaleFactor;
  103595. private _lensCenter;
  103596. /**
  103597. * Initializes the VRDistortionCorrectionPostProcess
  103598. * @param name The name of the effect.
  103599. * @param camera The camera to apply the render pass to.
  103600. * @param isRightEye If this is for the right eye distortion
  103601. * @param vrMetrics All the required metrics for the VR camera
  103602. */
  103603. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  103604. }
  103605. }
  103606. declare module BABYLON {
  103607. /**
  103608. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  103609. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103610. */
  103611. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  103612. /**
  103613. * Creates a new VRDeviceOrientationArcRotateCamera
  103614. * @param name defines camera name
  103615. * @param alpha defines the camera rotation along the logitudinal axis
  103616. * @param beta defines the camera rotation along the latitudinal axis
  103617. * @param radius defines the camera distance from its target
  103618. * @param target defines the camera target
  103619. * @param scene defines the scene the camera belongs to
  103620. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103621. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103622. */
  103623. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103624. /**
  103625. * Gets camera class name
  103626. * @returns VRDeviceOrientationArcRotateCamera
  103627. */
  103628. getClassName(): string;
  103629. }
  103630. }
  103631. declare module BABYLON {
  103632. /**
  103633. * Camera used to simulate VR rendering (based on FreeCamera)
  103634. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103635. */
  103636. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  103637. /**
  103638. * Creates a new VRDeviceOrientationFreeCamera
  103639. * @param name defines camera name
  103640. * @param position defines the start position of the camera
  103641. * @param scene defines the scene the camera belongs to
  103642. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103643. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103644. */
  103645. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103646. /**
  103647. * Gets camera class name
  103648. * @returns VRDeviceOrientationFreeCamera
  103649. */
  103650. getClassName(): string;
  103651. }
  103652. }
  103653. declare module BABYLON {
  103654. /**
  103655. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  103656. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103657. */
  103658. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  103659. /**
  103660. * Creates a new VRDeviceOrientationGamepadCamera
  103661. * @param name defines camera name
  103662. * @param position defines the start position of the camera
  103663. * @param scene defines the scene the camera belongs to
  103664. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103665. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103666. */
  103667. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103668. /**
  103669. * Gets camera class name
  103670. * @returns VRDeviceOrientationGamepadCamera
  103671. */
  103672. getClassName(): string;
  103673. }
  103674. }
  103675. declare module BABYLON {
  103676. /**
  103677. * Base class of materials working in push mode in babylon JS
  103678. * @hidden
  103679. */
  103680. export class PushMaterial extends Material {
  103681. protected _activeEffect: Effect;
  103682. protected _normalMatrix: Matrix;
  103683. /**
  103684. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  103685. * This means that the material can keep using a previous shader while a new one is being compiled.
  103686. * This is mostly used when shader parallel compilation is supported (true by default)
  103687. */
  103688. allowShaderHotSwapping: boolean;
  103689. constructor(name: string, scene: Scene);
  103690. getEffect(): Effect;
  103691. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  103692. /**
  103693. * Binds the given world matrix to the active effect
  103694. *
  103695. * @param world the matrix to bind
  103696. */
  103697. bindOnlyWorldMatrix(world: Matrix): void;
  103698. /**
  103699. * Binds the given normal matrix to the active effect
  103700. *
  103701. * @param normalMatrix the matrix to bind
  103702. */
  103703. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  103704. bind(world: Matrix, mesh?: Mesh): void;
  103705. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  103706. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  103707. }
  103708. }
  103709. declare module BABYLON {
  103710. /**
  103711. * This groups all the flags used to control the materials channel.
  103712. */
  103713. export class MaterialFlags {
  103714. private static _DiffuseTextureEnabled;
  103715. /**
  103716. * Are diffuse textures enabled in the application.
  103717. */
  103718. static DiffuseTextureEnabled: boolean;
  103719. private static _AmbientTextureEnabled;
  103720. /**
  103721. * Are ambient textures enabled in the application.
  103722. */
  103723. static AmbientTextureEnabled: boolean;
  103724. private static _OpacityTextureEnabled;
  103725. /**
  103726. * Are opacity textures enabled in the application.
  103727. */
  103728. static OpacityTextureEnabled: boolean;
  103729. private static _ReflectionTextureEnabled;
  103730. /**
  103731. * Are reflection textures enabled in the application.
  103732. */
  103733. static ReflectionTextureEnabled: boolean;
  103734. private static _EmissiveTextureEnabled;
  103735. /**
  103736. * Are emissive textures enabled in the application.
  103737. */
  103738. static EmissiveTextureEnabled: boolean;
  103739. private static _SpecularTextureEnabled;
  103740. /**
  103741. * Are specular textures enabled in the application.
  103742. */
  103743. static SpecularTextureEnabled: boolean;
  103744. private static _BumpTextureEnabled;
  103745. /**
  103746. * Are bump textures enabled in the application.
  103747. */
  103748. static BumpTextureEnabled: boolean;
  103749. private static _LightmapTextureEnabled;
  103750. /**
  103751. * Are lightmap textures enabled in the application.
  103752. */
  103753. static LightmapTextureEnabled: boolean;
  103754. private static _RefractionTextureEnabled;
  103755. /**
  103756. * Are refraction textures enabled in the application.
  103757. */
  103758. static RefractionTextureEnabled: boolean;
  103759. private static _ColorGradingTextureEnabled;
  103760. /**
  103761. * Are color grading textures enabled in the application.
  103762. */
  103763. static ColorGradingTextureEnabled: boolean;
  103764. private static _FresnelEnabled;
  103765. /**
  103766. * Are fresnels enabled in the application.
  103767. */
  103768. static FresnelEnabled: boolean;
  103769. private static _ClearCoatTextureEnabled;
  103770. /**
  103771. * Are clear coat textures enabled in the application.
  103772. */
  103773. static ClearCoatTextureEnabled: boolean;
  103774. private static _ClearCoatBumpTextureEnabled;
  103775. /**
  103776. * Are clear coat bump textures enabled in the application.
  103777. */
  103778. static ClearCoatBumpTextureEnabled: boolean;
  103779. private static _ClearCoatTintTextureEnabled;
  103780. /**
  103781. * Are clear coat tint textures enabled in the application.
  103782. */
  103783. static ClearCoatTintTextureEnabled: boolean;
  103784. private static _SheenTextureEnabled;
  103785. /**
  103786. * Are sheen textures enabled in the application.
  103787. */
  103788. static SheenTextureEnabled: boolean;
  103789. private static _AnisotropicTextureEnabled;
  103790. /**
  103791. * Are anisotropic textures enabled in the application.
  103792. */
  103793. static AnisotropicTextureEnabled: boolean;
  103794. private static _ThicknessTextureEnabled;
  103795. /**
  103796. * Are thickness textures enabled in the application.
  103797. */
  103798. static ThicknessTextureEnabled: boolean;
  103799. }
  103800. }
  103801. declare module BABYLON {
  103802. /** @hidden */
  103803. export var defaultFragmentDeclaration: {
  103804. name: string;
  103805. shader: string;
  103806. };
  103807. }
  103808. declare module BABYLON {
  103809. /** @hidden */
  103810. export var defaultUboDeclaration: {
  103811. name: string;
  103812. shader: string;
  103813. };
  103814. }
  103815. declare module BABYLON {
  103816. /** @hidden */
  103817. export var lightFragmentDeclaration: {
  103818. name: string;
  103819. shader: string;
  103820. };
  103821. }
  103822. declare module BABYLON {
  103823. /** @hidden */
  103824. export var lightUboDeclaration: {
  103825. name: string;
  103826. shader: string;
  103827. };
  103828. }
  103829. declare module BABYLON {
  103830. /** @hidden */
  103831. export var lightsFragmentFunctions: {
  103832. name: string;
  103833. shader: string;
  103834. };
  103835. }
  103836. declare module BABYLON {
  103837. /** @hidden */
  103838. export var shadowsFragmentFunctions: {
  103839. name: string;
  103840. shader: string;
  103841. };
  103842. }
  103843. declare module BABYLON {
  103844. /** @hidden */
  103845. export var fresnelFunction: {
  103846. name: string;
  103847. shader: string;
  103848. };
  103849. }
  103850. declare module BABYLON {
  103851. /** @hidden */
  103852. export var reflectionFunction: {
  103853. name: string;
  103854. shader: string;
  103855. };
  103856. }
  103857. declare module BABYLON {
  103858. /** @hidden */
  103859. export var bumpFragmentFunctions: {
  103860. name: string;
  103861. shader: string;
  103862. };
  103863. }
  103864. declare module BABYLON {
  103865. /** @hidden */
  103866. export var logDepthDeclaration: {
  103867. name: string;
  103868. shader: string;
  103869. };
  103870. }
  103871. declare module BABYLON {
  103872. /** @hidden */
  103873. export var bumpFragment: {
  103874. name: string;
  103875. shader: string;
  103876. };
  103877. }
  103878. declare module BABYLON {
  103879. /** @hidden */
  103880. export var depthPrePass: {
  103881. name: string;
  103882. shader: string;
  103883. };
  103884. }
  103885. declare module BABYLON {
  103886. /** @hidden */
  103887. export var lightFragment: {
  103888. name: string;
  103889. shader: string;
  103890. };
  103891. }
  103892. declare module BABYLON {
  103893. /** @hidden */
  103894. export var logDepthFragment: {
  103895. name: string;
  103896. shader: string;
  103897. };
  103898. }
  103899. declare module BABYLON {
  103900. /** @hidden */
  103901. export var defaultPixelShader: {
  103902. name: string;
  103903. shader: string;
  103904. };
  103905. }
  103906. declare module BABYLON {
  103907. /** @hidden */
  103908. export var defaultVertexDeclaration: {
  103909. name: string;
  103910. shader: string;
  103911. };
  103912. }
  103913. declare module BABYLON {
  103914. /** @hidden */
  103915. export var bumpVertexDeclaration: {
  103916. name: string;
  103917. shader: string;
  103918. };
  103919. }
  103920. declare module BABYLON {
  103921. /** @hidden */
  103922. export var bumpVertex: {
  103923. name: string;
  103924. shader: string;
  103925. };
  103926. }
  103927. declare module BABYLON {
  103928. /** @hidden */
  103929. export var fogVertex: {
  103930. name: string;
  103931. shader: string;
  103932. };
  103933. }
  103934. declare module BABYLON {
  103935. /** @hidden */
  103936. export var shadowsVertex: {
  103937. name: string;
  103938. shader: string;
  103939. };
  103940. }
  103941. declare module BABYLON {
  103942. /** @hidden */
  103943. export var pointCloudVertex: {
  103944. name: string;
  103945. shader: string;
  103946. };
  103947. }
  103948. declare module BABYLON {
  103949. /** @hidden */
  103950. export var logDepthVertex: {
  103951. name: string;
  103952. shader: string;
  103953. };
  103954. }
  103955. declare module BABYLON {
  103956. /** @hidden */
  103957. export var defaultVertexShader: {
  103958. name: string;
  103959. shader: string;
  103960. };
  103961. }
  103962. declare module BABYLON {
  103963. /** @hidden */
  103964. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  103965. MAINUV1: boolean;
  103966. MAINUV2: boolean;
  103967. DIFFUSE: boolean;
  103968. DIFFUSEDIRECTUV: number;
  103969. AMBIENT: boolean;
  103970. AMBIENTDIRECTUV: number;
  103971. OPACITY: boolean;
  103972. OPACITYDIRECTUV: number;
  103973. OPACITYRGB: boolean;
  103974. REFLECTION: boolean;
  103975. EMISSIVE: boolean;
  103976. EMISSIVEDIRECTUV: number;
  103977. SPECULAR: boolean;
  103978. SPECULARDIRECTUV: number;
  103979. BUMP: boolean;
  103980. BUMPDIRECTUV: number;
  103981. PARALLAX: boolean;
  103982. PARALLAXOCCLUSION: boolean;
  103983. SPECULAROVERALPHA: boolean;
  103984. CLIPPLANE: boolean;
  103985. CLIPPLANE2: boolean;
  103986. CLIPPLANE3: boolean;
  103987. CLIPPLANE4: boolean;
  103988. ALPHATEST: boolean;
  103989. DEPTHPREPASS: boolean;
  103990. ALPHAFROMDIFFUSE: boolean;
  103991. POINTSIZE: boolean;
  103992. FOG: boolean;
  103993. SPECULARTERM: boolean;
  103994. DIFFUSEFRESNEL: boolean;
  103995. OPACITYFRESNEL: boolean;
  103996. REFLECTIONFRESNEL: boolean;
  103997. REFRACTIONFRESNEL: boolean;
  103998. EMISSIVEFRESNEL: boolean;
  103999. FRESNEL: boolean;
  104000. NORMAL: boolean;
  104001. UV1: boolean;
  104002. UV2: boolean;
  104003. VERTEXCOLOR: boolean;
  104004. VERTEXALPHA: boolean;
  104005. NUM_BONE_INFLUENCERS: number;
  104006. BonesPerMesh: number;
  104007. BONETEXTURE: boolean;
  104008. INSTANCES: boolean;
  104009. GLOSSINESS: boolean;
  104010. ROUGHNESS: boolean;
  104011. EMISSIVEASILLUMINATION: boolean;
  104012. LINKEMISSIVEWITHDIFFUSE: boolean;
  104013. REFLECTIONFRESNELFROMSPECULAR: boolean;
  104014. LIGHTMAP: boolean;
  104015. LIGHTMAPDIRECTUV: number;
  104016. OBJECTSPACE_NORMALMAP: boolean;
  104017. USELIGHTMAPASSHADOWMAP: boolean;
  104018. REFLECTIONMAP_3D: boolean;
  104019. REFLECTIONMAP_SPHERICAL: boolean;
  104020. REFLECTIONMAP_PLANAR: boolean;
  104021. REFLECTIONMAP_CUBIC: boolean;
  104022. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  104023. REFLECTIONMAP_PROJECTION: boolean;
  104024. REFLECTIONMAP_SKYBOX: boolean;
  104025. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  104026. REFLECTIONMAP_EXPLICIT: boolean;
  104027. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  104028. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  104029. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  104030. INVERTCUBICMAP: boolean;
  104031. LOGARITHMICDEPTH: boolean;
  104032. REFRACTION: boolean;
  104033. REFRACTIONMAP_3D: boolean;
  104034. REFLECTIONOVERALPHA: boolean;
  104035. TWOSIDEDLIGHTING: boolean;
  104036. SHADOWFLOAT: boolean;
  104037. MORPHTARGETS: boolean;
  104038. MORPHTARGETS_NORMAL: boolean;
  104039. MORPHTARGETS_TANGENT: boolean;
  104040. MORPHTARGETS_UV: boolean;
  104041. NUM_MORPH_INFLUENCERS: number;
  104042. NONUNIFORMSCALING: boolean;
  104043. PREMULTIPLYALPHA: boolean;
  104044. IMAGEPROCESSING: boolean;
  104045. VIGNETTE: boolean;
  104046. VIGNETTEBLENDMODEMULTIPLY: boolean;
  104047. VIGNETTEBLENDMODEOPAQUE: boolean;
  104048. TONEMAPPING: boolean;
  104049. TONEMAPPING_ACES: boolean;
  104050. CONTRAST: boolean;
  104051. COLORCURVES: boolean;
  104052. COLORGRADING: boolean;
  104053. COLORGRADING3D: boolean;
  104054. SAMPLER3DGREENDEPTH: boolean;
  104055. SAMPLER3DBGRMAP: boolean;
  104056. IMAGEPROCESSINGPOSTPROCESS: boolean;
  104057. MULTIVIEW: boolean;
  104058. /**
  104059. * If the reflection texture on this material is in linear color space
  104060. * @hidden
  104061. */
  104062. IS_REFLECTION_LINEAR: boolean;
  104063. /**
  104064. * If the refraction texture on this material is in linear color space
  104065. * @hidden
  104066. */
  104067. IS_REFRACTION_LINEAR: boolean;
  104068. EXPOSURE: boolean;
  104069. constructor();
  104070. setReflectionMode(modeToEnable: string): void;
  104071. }
  104072. /**
  104073. * This is the default material used in Babylon. It is the best trade off between quality
  104074. * and performances.
  104075. * @see http://doc.babylonjs.com/babylon101/materials
  104076. */
  104077. export class StandardMaterial extends PushMaterial {
  104078. private _diffuseTexture;
  104079. /**
  104080. * The basic texture of the material as viewed under a light.
  104081. */
  104082. diffuseTexture: Nullable<BaseTexture>;
  104083. private _ambientTexture;
  104084. /**
  104085. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  104086. */
  104087. ambientTexture: Nullable<BaseTexture>;
  104088. private _opacityTexture;
  104089. /**
  104090. * Define the transparency of the material from a texture.
  104091. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  104092. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  104093. */
  104094. opacityTexture: Nullable<BaseTexture>;
  104095. private _reflectionTexture;
  104096. /**
  104097. * Define the texture used to display the reflection.
  104098. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104099. */
  104100. reflectionTexture: Nullable<BaseTexture>;
  104101. private _emissiveTexture;
  104102. /**
  104103. * Define texture of the material as if self lit.
  104104. * This will be mixed in the final result even in the absence of light.
  104105. */
  104106. emissiveTexture: Nullable<BaseTexture>;
  104107. private _specularTexture;
  104108. /**
  104109. * Define how the color and intensity of the highlight given by the light in the material.
  104110. */
  104111. specularTexture: Nullable<BaseTexture>;
  104112. private _bumpTexture;
  104113. /**
  104114. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  104115. * 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.
  104116. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  104117. */
  104118. bumpTexture: Nullable<BaseTexture>;
  104119. private _lightmapTexture;
  104120. /**
  104121. * Complex lighting can be computationally expensive to compute at runtime.
  104122. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  104123. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  104124. */
  104125. lightmapTexture: Nullable<BaseTexture>;
  104126. private _refractionTexture;
  104127. /**
  104128. * Define the texture used to display the refraction.
  104129. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104130. */
  104131. refractionTexture: Nullable<BaseTexture>;
  104132. /**
  104133. * The color of the material lit by the environmental background lighting.
  104134. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  104135. */
  104136. ambientColor: Color3;
  104137. /**
  104138. * The basic color of the material as viewed under a light.
  104139. */
  104140. diffuseColor: Color3;
  104141. /**
  104142. * Define how the color and intensity of the highlight given by the light in the material.
  104143. */
  104144. specularColor: Color3;
  104145. /**
  104146. * Define the color of the material as if self lit.
  104147. * This will be mixed in the final result even in the absence of light.
  104148. */
  104149. emissiveColor: Color3;
  104150. /**
  104151. * Defines how sharp are the highlights in the material.
  104152. * The bigger the value the sharper giving a more glossy feeling to the result.
  104153. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  104154. */
  104155. specularPower: number;
  104156. private _useAlphaFromDiffuseTexture;
  104157. /**
  104158. * Does the transparency come from the diffuse texture alpha channel.
  104159. */
  104160. useAlphaFromDiffuseTexture: boolean;
  104161. private _useEmissiveAsIllumination;
  104162. /**
  104163. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  104164. */
  104165. useEmissiveAsIllumination: boolean;
  104166. private _linkEmissiveWithDiffuse;
  104167. /**
  104168. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  104169. * the emissive level when the final color is close to one.
  104170. */
  104171. linkEmissiveWithDiffuse: boolean;
  104172. private _useSpecularOverAlpha;
  104173. /**
  104174. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  104175. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  104176. */
  104177. useSpecularOverAlpha: boolean;
  104178. private _useReflectionOverAlpha;
  104179. /**
  104180. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  104181. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  104182. */
  104183. useReflectionOverAlpha: boolean;
  104184. private _disableLighting;
  104185. /**
  104186. * Does lights from the scene impacts this material.
  104187. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  104188. */
  104189. disableLighting: boolean;
  104190. private _useObjectSpaceNormalMap;
  104191. /**
  104192. * Allows using an object space normal map (instead of tangent space).
  104193. */
  104194. useObjectSpaceNormalMap: boolean;
  104195. private _useParallax;
  104196. /**
  104197. * Is parallax enabled or not.
  104198. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104199. */
  104200. useParallax: boolean;
  104201. private _useParallaxOcclusion;
  104202. /**
  104203. * Is parallax occlusion enabled or not.
  104204. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  104205. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104206. */
  104207. useParallaxOcclusion: boolean;
  104208. /**
  104209. * 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.
  104210. */
  104211. parallaxScaleBias: number;
  104212. private _roughness;
  104213. /**
  104214. * Helps to define how blurry the reflections should appears in the material.
  104215. */
  104216. roughness: number;
  104217. /**
  104218. * In case of refraction, define the value of the index of refraction.
  104219. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104220. */
  104221. indexOfRefraction: number;
  104222. /**
  104223. * Invert the refraction texture alongside the y axis.
  104224. * It can be useful with procedural textures or probe for instance.
  104225. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104226. */
  104227. invertRefractionY: boolean;
  104228. /**
  104229. * Defines the alpha limits in alpha test mode.
  104230. */
  104231. alphaCutOff: number;
  104232. private _useLightmapAsShadowmap;
  104233. /**
  104234. * In case of light mapping, define whether the map contains light or shadow informations.
  104235. */
  104236. useLightmapAsShadowmap: boolean;
  104237. private _diffuseFresnelParameters;
  104238. /**
  104239. * Define the diffuse fresnel parameters of the material.
  104240. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104241. */
  104242. diffuseFresnelParameters: FresnelParameters;
  104243. private _opacityFresnelParameters;
  104244. /**
  104245. * Define the opacity fresnel parameters of the material.
  104246. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104247. */
  104248. opacityFresnelParameters: FresnelParameters;
  104249. private _reflectionFresnelParameters;
  104250. /**
  104251. * Define the reflection fresnel parameters of the material.
  104252. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104253. */
  104254. reflectionFresnelParameters: FresnelParameters;
  104255. private _refractionFresnelParameters;
  104256. /**
  104257. * Define the refraction fresnel parameters of the material.
  104258. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104259. */
  104260. refractionFresnelParameters: FresnelParameters;
  104261. private _emissiveFresnelParameters;
  104262. /**
  104263. * Define the emissive fresnel parameters of the material.
  104264. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104265. */
  104266. emissiveFresnelParameters: FresnelParameters;
  104267. private _useReflectionFresnelFromSpecular;
  104268. /**
  104269. * If true automatically deducts the fresnels values from the material specularity.
  104270. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104271. */
  104272. useReflectionFresnelFromSpecular: boolean;
  104273. private _useGlossinessFromSpecularMapAlpha;
  104274. /**
  104275. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  104276. */
  104277. useGlossinessFromSpecularMapAlpha: boolean;
  104278. private _maxSimultaneousLights;
  104279. /**
  104280. * Defines the maximum number of lights that can be used in the material
  104281. */
  104282. maxSimultaneousLights: number;
  104283. private _invertNormalMapX;
  104284. /**
  104285. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  104286. */
  104287. invertNormalMapX: boolean;
  104288. private _invertNormalMapY;
  104289. /**
  104290. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  104291. */
  104292. invertNormalMapY: boolean;
  104293. private _twoSidedLighting;
  104294. /**
  104295. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  104296. */
  104297. twoSidedLighting: boolean;
  104298. /**
  104299. * Default configuration related to image processing available in the standard Material.
  104300. */
  104301. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104302. /**
  104303. * Gets the image processing configuration used either in this material.
  104304. */
  104305. /**
  104306. * Sets the Default image processing configuration used either in the this material.
  104307. *
  104308. * If sets to null, the scene one is in use.
  104309. */
  104310. imageProcessingConfiguration: ImageProcessingConfiguration;
  104311. /**
  104312. * Keep track of the image processing observer to allow dispose and replace.
  104313. */
  104314. private _imageProcessingObserver;
  104315. /**
  104316. * Attaches a new image processing configuration to the Standard Material.
  104317. * @param configuration
  104318. */
  104319. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  104320. /**
  104321. * Gets wether the color curves effect is enabled.
  104322. */
  104323. /**
  104324. * Sets wether the color curves effect is enabled.
  104325. */
  104326. cameraColorCurvesEnabled: boolean;
  104327. /**
  104328. * Gets wether the color grading effect is enabled.
  104329. */
  104330. /**
  104331. * Gets wether the color grading effect is enabled.
  104332. */
  104333. cameraColorGradingEnabled: boolean;
  104334. /**
  104335. * Gets wether tonemapping is enabled or not.
  104336. */
  104337. /**
  104338. * Sets wether tonemapping is enabled or not
  104339. */
  104340. cameraToneMappingEnabled: boolean;
  104341. /**
  104342. * The camera exposure used on this material.
  104343. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104344. * This corresponds to a photographic exposure.
  104345. */
  104346. /**
  104347. * The camera exposure used on this material.
  104348. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104349. * This corresponds to a photographic exposure.
  104350. */
  104351. cameraExposure: number;
  104352. /**
  104353. * Gets The camera contrast used on this material.
  104354. */
  104355. /**
  104356. * Sets The camera contrast used on this material.
  104357. */
  104358. cameraContrast: number;
  104359. /**
  104360. * Gets the Color Grading 2D Lookup Texture.
  104361. */
  104362. /**
  104363. * Sets the Color Grading 2D Lookup Texture.
  104364. */
  104365. cameraColorGradingTexture: Nullable<BaseTexture>;
  104366. /**
  104367. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104368. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104369. * 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;
  104370. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104371. */
  104372. /**
  104373. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104374. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104375. * 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;
  104376. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104377. */
  104378. cameraColorCurves: Nullable<ColorCurves>;
  104379. /**
  104380. * Custom callback helping to override the default shader used in the material.
  104381. */
  104382. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  104383. protected _renderTargets: SmartArray<RenderTargetTexture>;
  104384. protected _worldViewProjectionMatrix: Matrix;
  104385. protected _globalAmbientColor: Color3;
  104386. protected _useLogarithmicDepth: boolean;
  104387. /**
  104388. * Instantiates a new standard material.
  104389. * This is the default material used in Babylon. It is the best trade off between quality
  104390. * and performances.
  104391. * @see http://doc.babylonjs.com/babylon101/materials
  104392. * @param name Define the name of the material in the scene
  104393. * @param scene Define the scene the material belong to
  104394. */
  104395. constructor(name: string, scene: Scene);
  104396. /**
  104397. * Gets a boolean indicating that current material needs to register RTT
  104398. */
  104399. readonly hasRenderTargetTextures: boolean;
  104400. /**
  104401. * Gets the current class name of the material e.g. "StandardMaterial"
  104402. * Mainly use in serialization.
  104403. * @returns the class name
  104404. */
  104405. getClassName(): string;
  104406. /**
  104407. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  104408. * You can try switching to logarithmic depth.
  104409. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  104410. */
  104411. useLogarithmicDepth: boolean;
  104412. /**
  104413. * Specifies if the material will require alpha blending
  104414. * @returns a boolean specifying if alpha blending is needed
  104415. */
  104416. needAlphaBlending(): boolean;
  104417. /**
  104418. * Specifies if this material should be rendered in alpha test mode
  104419. * @returns a boolean specifying if an alpha test is needed.
  104420. */
  104421. needAlphaTesting(): boolean;
  104422. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  104423. /**
  104424. * Get the texture used for alpha test purpose.
  104425. * @returns the diffuse texture in case of the standard material.
  104426. */
  104427. getAlphaTestTexture(): Nullable<BaseTexture>;
  104428. /**
  104429. * Get if the submesh is ready to be used and all its information available.
  104430. * Child classes can use it to update shaders
  104431. * @param mesh defines the mesh to check
  104432. * @param subMesh defines which submesh to check
  104433. * @param useInstances specifies that instances should be used
  104434. * @returns a boolean indicating that the submesh is ready or not
  104435. */
  104436. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  104437. /**
  104438. * Builds the material UBO layouts.
  104439. * Used internally during the effect preparation.
  104440. */
  104441. buildUniformLayout(): void;
  104442. /**
  104443. * Unbinds the material from the mesh
  104444. */
  104445. unbind(): void;
  104446. /**
  104447. * Binds the submesh to this material by preparing the effect and shader to draw
  104448. * @param world defines the world transformation matrix
  104449. * @param mesh defines the mesh containing the submesh
  104450. * @param subMesh defines the submesh to bind the material to
  104451. */
  104452. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  104453. /**
  104454. * Get the list of animatables in the material.
  104455. * @returns the list of animatables object used in the material
  104456. */
  104457. getAnimatables(): IAnimatable[];
  104458. /**
  104459. * Gets the active textures from the material
  104460. * @returns an array of textures
  104461. */
  104462. getActiveTextures(): BaseTexture[];
  104463. /**
  104464. * Specifies if the material uses a texture
  104465. * @param texture defines the texture to check against the material
  104466. * @returns a boolean specifying if the material uses the texture
  104467. */
  104468. hasTexture(texture: BaseTexture): boolean;
  104469. /**
  104470. * Disposes the material
  104471. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  104472. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  104473. */
  104474. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  104475. /**
  104476. * Makes a duplicate of the material, and gives it a new name
  104477. * @param name defines the new name for the duplicated material
  104478. * @returns the cloned material
  104479. */
  104480. clone(name: string): StandardMaterial;
  104481. /**
  104482. * Serializes this material in a JSON representation
  104483. * @returns the serialized material object
  104484. */
  104485. serialize(): any;
  104486. /**
  104487. * Creates a standard material from parsed material data
  104488. * @param source defines the JSON representation of the material
  104489. * @param scene defines the hosting scene
  104490. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  104491. * @returns a new standard material
  104492. */
  104493. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  104494. /**
  104495. * Are diffuse textures enabled in the application.
  104496. */
  104497. static DiffuseTextureEnabled: boolean;
  104498. /**
  104499. * Are ambient textures enabled in the application.
  104500. */
  104501. static AmbientTextureEnabled: boolean;
  104502. /**
  104503. * Are opacity textures enabled in the application.
  104504. */
  104505. static OpacityTextureEnabled: boolean;
  104506. /**
  104507. * Are reflection textures enabled in the application.
  104508. */
  104509. static ReflectionTextureEnabled: boolean;
  104510. /**
  104511. * Are emissive textures enabled in the application.
  104512. */
  104513. static EmissiveTextureEnabled: boolean;
  104514. /**
  104515. * Are specular textures enabled in the application.
  104516. */
  104517. static SpecularTextureEnabled: boolean;
  104518. /**
  104519. * Are bump textures enabled in the application.
  104520. */
  104521. static BumpTextureEnabled: boolean;
  104522. /**
  104523. * Are lightmap textures enabled in the application.
  104524. */
  104525. static LightmapTextureEnabled: boolean;
  104526. /**
  104527. * Are refraction textures enabled in the application.
  104528. */
  104529. static RefractionTextureEnabled: boolean;
  104530. /**
  104531. * Are color grading textures enabled in the application.
  104532. */
  104533. static ColorGradingTextureEnabled: boolean;
  104534. /**
  104535. * Are fresnels enabled in the application.
  104536. */
  104537. static FresnelEnabled: boolean;
  104538. }
  104539. }
  104540. declare module BABYLON {
  104541. /**
  104542. * A class extending Texture allowing drawing on a texture
  104543. * @see http://doc.babylonjs.com/how_to/dynamictexture
  104544. */
  104545. export class DynamicTexture extends Texture {
  104546. private _generateMipMaps;
  104547. private _canvas;
  104548. private _context;
  104549. private _engine;
  104550. /**
  104551. * Creates a DynamicTexture
  104552. * @param name defines the name of the texture
  104553. * @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
  104554. * @param scene defines the scene where you want the texture
  104555. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  104556. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  104557. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  104558. */
  104559. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  104560. /**
  104561. * Get the current class name of the texture useful for serialization or dynamic coding.
  104562. * @returns "DynamicTexture"
  104563. */
  104564. getClassName(): string;
  104565. /**
  104566. * Gets the current state of canRescale
  104567. */
  104568. readonly canRescale: boolean;
  104569. private _recreate;
  104570. /**
  104571. * Scales the texture
  104572. * @param ratio the scale factor to apply to both width and height
  104573. */
  104574. scale(ratio: number): void;
  104575. /**
  104576. * Resizes the texture
  104577. * @param width the new width
  104578. * @param height the new height
  104579. */
  104580. scaleTo(width: number, height: number): void;
  104581. /**
  104582. * Gets the context of the canvas used by the texture
  104583. * @returns the canvas context of the dynamic texture
  104584. */
  104585. getContext(): CanvasRenderingContext2D;
  104586. /**
  104587. * Clears the texture
  104588. */
  104589. clear(): void;
  104590. /**
  104591. * Updates the texture
  104592. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104593. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  104594. */
  104595. update(invertY?: boolean, premulAlpha?: boolean): void;
  104596. /**
  104597. * Draws text onto the texture
  104598. * @param text defines the text to be drawn
  104599. * @param x defines the placement of the text from the left
  104600. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  104601. * @param font defines the font to be used with font-style, font-size, font-name
  104602. * @param color defines the color used for the text
  104603. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  104604. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104605. * @param update defines whether texture is immediately update (default is true)
  104606. */
  104607. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  104608. /**
  104609. * Clones the texture
  104610. * @returns the clone of the texture.
  104611. */
  104612. clone(): DynamicTexture;
  104613. /**
  104614. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  104615. * @returns a serialized dynamic texture object
  104616. */
  104617. serialize(): any;
  104618. /** @hidden */
  104619. _rebuild(): void;
  104620. }
  104621. }
  104622. declare module BABYLON {
  104623. /** @hidden */
  104624. export var imageProcessingPixelShader: {
  104625. name: string;
  104626. shader: string;
  104627. };
  104628. }
  104629. declare module BABYLON {
  104630. /**
  104631. * ImageProcessingPostProcess
  104632. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  104633. */
  104634. export class ImageProcessingPostProcess extends PostProcess {
  104635. /**
  104636. * Default configuration related to image processing available in the PBR Material.
  104637. */
  104638. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104639. /**
  104640. * Gets the image processing configuration used either in this material.
  104641. */
  104642. /**
  104643. * Sets the Default image processing configuration used either in the this material.
  104644. *
  104645. * If sets to null, the scene one is in use.
  104646. */
  104647. imageProcessingConfiguration: ImageProcessingConfiguration;
  104648. /**
  104649. * Keep track of the image processing observer to allow dispose and replace.
  104650. */
  104651. private _imageProcessingObserver;
  104652. /**
  104653. * Attaches a new image processing configuration to the PBR Material.
  104654. * @param configuration
  104655. */
  104656. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  104657. /**
  104658. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104659. */
  104660. /**
  104661. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104662. */
  104663. colorCurves: Nullable<ColorCurves>;
  104664. /**
  104665. * Gets wether the color curves effect is enabled.
  104666. */
  104667. /**
  104668. * Sets wether the color curves effect is enabled.
  104669. */
  104670. colorCurvesEnabled: boolean;
  104671. /**
  104672. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104673. */
  104674. /**
  104675. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104676. */
  104677. colorGradingTexture: Nullable<BaseTexture>;
  104678. /**
  104679. * Gets wether the color grading effect is enabled.
  104680. */
  104681. /**
  104682. * Gets wether the color grading effect is enabled.
  104683. */
  104684. colorGradingEnabled: boolean;
  104685. /**
  104686. * Gets exposure used in the effect.
  104687. */
  104688. /**
  104689. * Sets exposure used in the effect.
  104690. */
  104691. exposure: number;
  104692. /**
  104693. * Gets wether tonemapping is enabled or not.
  104694. */
  104695. /**
  104696. * Sets wether tonemapping is enabled or not
  104697. */
  104698. toneMappingEnabled: boolean;
  104699. /**
  104700. * Gets the type of tone mapping effect.
  104701. */
  104702. /**
  104703. * Sets the type of tone mapping effect.
  104704. */
  104705. toneMappingType: number;
  104706. /**
  104707. * Gets contrast used in the effect.
  104708. */
  104709. /**
  104710. * Sets contrast used in the effect.
  104711. */
  104712. contrast: number;
  104713. /**
  104714. * Gets Vignette stretch size.
  104715. */
  104716. /**
  104717. * Sets Vignette stretch size.
  104718. */
  104719. vignetteStretch: number;
  104720. /**
  104721. * Gets Vignette centre X Offset.
  104722. */
  104723. /**
  104724. * Sets Vignette centre X Offset.
  104725. */
  104726. vignetteCentreX: number;
  104727. /**
  104728. * Gets Vignette centre Y Offset.
  104729. */
  104730. /**
  104731. * Sets Vignette centre Y Offset.
  104732. */
  104733. vignetteCentreY: number;
  104734. /**
  104735. * Gets Vignette weight or intensity of the vignette effect.
  104736. */
  104737. /**
  104738. * Sets Vignette weight or intensity of the vignette effect.
  104739. */
  104740. vignetteWeight: number;
  104741. /**
  104742. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104743. * if vignetteEnabled is set to true.
  104744. */
  104745. /**
  104746. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104747. * if vignetteEnabled is set to true.
  104748. */
  104749. vignetteColor: Color4;
  104750. /**
  104751. * Gets Camera field of view used by the Vignette effect.
  104752. */
  104753. /**
  104754. * Sets Camera field of view used by the Vignette effect.
  104755. */
  104756. vignetteCameraFov: number;
  104757. /**
  104758. * Gets the vignette blend mode allowing different kind of effect.
  104759. */
  104760. /**
  104761. * Sets the vignette blend mode allowing different kind of effect.
  104762. */
  104763. vignetteBlendMode: number;
  104764. /**
  104765. * Gets wether the vignette effect is enabled.
  104766. */
  104767. /**
  104768. * Sets wether the vignette effect is enabled.
  104769. */
  104770. vignetteEnabled: boolean;
  104771. private _fromLinearSpace;
  104772. /**
  104773. * Gets wether the input of the processing is in Gamma or Linear Space.
  104774. */
  104775. /**
  104776. * Sets wether the input of the processing is in Gamma or Linear Space.
  104777. */
  104778. fromLinearSpace: boolean;
  104779. /**
  104780. * Defines cache preventing GC.
  104781. */
  104782. private _defines;
  104783. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  104784. /**
  104785. * "ImageProcessingPostProcess"
  104786. * @returns "ImageProcessingPostProcess"
  104787. */
  104788. getClassName(): string;
  104789. protected _updateParameters(): void;
  104790. dispose(camera?: Camera): void;
  104791. }
  104792. }
  104793. declare module BABYLON {
  104794. /**
  104795. * Class containing static functions to help procedurally build meshes
  104796. */
  104797. export class GroundBuilder {
  104798. /**
  104799. * Creates a ground mesh
  104800. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  104801. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  104802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104803. * @param name defines the name of the mesh
  104804. * @param options defines the options used to create the mesh
  104805. * @param scene defines the hosting scene
  104806. * @returns the ground mesh
  104807. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  104808. */
  104809. static CreateGround(name: string, options: {
  104810. width?: number;
  104811. height?: number;
  104812. subdivisions?: number;
  104813. subdivisionsX?: number;
  104814. subdivisionsY?: number;
  104815. updatable?: boolean;
  104816. }, scene: any): Mesh;
  104817. /**
  104818. * Creates a tiled ground mesh
  104819. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  104820. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  104821. * * 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
  104822. * * 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
  104823. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104824. * @param name defines the name of the mesh
  104825. * @param options defines the options used to create the mesh
  104826. * @param scene defines the hosting scene
  104827. * @returns the tiled ground mesh
  104828. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  104829. */
  104830. static CreateTiledGround(name: string, options: {
  104831. xmin: number;
  104832. zmin: number;
  104833. xmax: number;
  104834. zmax: number;
  104835. subdivisions?: {
  104836. w: number;
  104837. h: number;
  104838. };
  104839. precision?: {
  104840. w: number;
  104841. h: number;
  104842. };
  104843. updatable?: boolean;
  104844. }, scene?: Nullable<Scene>): Mesh;
  104845. /**
  104846. * Creates a ground mesh from a height map
  104847. * * The parameter `url` sets the URL of the height map image resource.
  104848. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  104849. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  104850. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  104851. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  104852. * * 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.
  104853. * * 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).
  104854. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  104855. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104856. * @param name defines the name of the mesh
  104857. * @param url defines the url to the height map
  104858. * @param options defines the options used to create the mesh
  104859. * @param scene defines the hosting scene
  104860. * @returns the ground mesh
  104861. * @see https://doc.babylonjs.com/babylon101/height_map
  104862. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  104863. */
  104864. static CreateGroundFromHeightMap(name: string, url: string, options: {
  104865. width?: number;
  104866. height?: number;
  104867. subdivisions?: number;
  104868. minHeight?: number;
  104869. maxHeight?: number;
  104870. colorFilter?: Color3;
  104871. alphaFilter?: number;
  104872. updatable?: boolean;
  104873. onReady?: (mesh: GroundMesh) => void;
  104874. }, scene?: Nullable<Scene>): GroundMesh;
  104875. }
  104876. }
  104877. declare module BABYLON {
  104878. /**
  104879. * Class containing static functions to help procedurally build meshes
  104880. */
  104881. export class TorusBuilder {
  104882. /**
  104883. * Creates a torus mesh
  104884. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  104885. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  104886. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  104887. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104888. * * If you create a double-sided mesh, you can choose what parts of 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
  104889. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104890. * @param name defines the name of the mesh
  104891. * @param options defines the options used to create the mesh
  104892. * @param scene defines the hosting scene
  104893. * @returns the torus mesh
  104894. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  104895. */
  104896. static CreateTorus(name: string, options: {
  104897. diameter?: number;
  104898. thickness?: number;
  104899. tessellation?: number;
  104900. updatable?: boolean;
  104901. sideOrientation?: number;
  104902. frontUVs?: Vector4;
  104903. backUVs?: Vector4;
  104904. }, scene: any): Mesh;
  104905. }
  104906. }
  104907. declare module BABYLON {
  104908. /**
  104909. * Class containing static functions to help procedurally build meshes
  104910. */
  104911. export class CylinderBuilder {
  104912. /**
  104913. * Creates a cylinder or a cone mesh
  104914. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  104915. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  104916. * * 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.
  104917. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  104918. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  104919. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  104920. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  104921. * * 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).
  104922. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  104923. * * 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).
  104924. * * 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
  104925. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  104926. * * 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
  104927. * * 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.
  104928. * * If `enclose` is false, a ring surface is one element.
  104929. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  104930. * * 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
  104931. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104932. * * If you create a double-sided mesh, you can choose what parts of 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
  104933. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104934. * @param name defines the name of the mesh
  104935. * @param options defines the options used to create the mesh
  104936. * @param scene defines the hosting scene
  104937. * @returns the cylinder mesh
  104938. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  104939. */
  104940. static CreateCylinder(name: string, options: {
  104941. height?: number;
  104942. diameterTop?: number;
  104943. diameterBottom?: number;
  104944. diameter?: number;
  104945. tessellation?: number;
  104946. subdivisions?: number;
  104947. arc?: number;
  104948. faceColors?: Color4[];
  104949. faceUV?: Vector4[];
  104950. updatable?: boolean;
  104951. hasRings?: boolean;
  104952. enclose?: boolean;
  104953. cap?: number;
  104954. sideOrientation?: number;
  104955. frontUVs?: Vector4;
  104956. backUVs?: Vector4;
  104957. }, scene: any): Mesh;
  104958. }
  104959. }
  104960. declare module BABYLON {
  104961. /**
  104962. * Options to modify the vr teleportation behavior.
  104963. */
  104964. export interface VRTeleportationOptions {
  104965. /**
  104966. * The name of the mesh which should be used as the teleportation floor. (default: null)
  104967. */
  104968. floorMeshName?: string;
  104969. /**
  104970. * A list of meshes to be used as the teleportation floor. (default: empty)
  104971. */
  104972. floorMeshes?: Mesh[];
  104973. }
  104974. /**
  104975. * Options to modify the vr experience helper's behavior.
  104976. */
  104977. export interface VRExperienceHelperOptions extends WebVROptions {
  104978. /**
  104979. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  104980. */
  104981. createDeviceOrientationCamera?: boolean;
  104982. /**
  104983. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  104984. */
  104985. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  104986. /**
  104987. * Uses the main button on the controller to toggle the laser casted. (default: true)
  104988. */
  104989. laserToggle?: boolean;
  104990. /**
  104991. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  104992. */
  104993. floorMeshes?: Mesh[];
  104994. /**
  104995. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  104996. */
  104997. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  104998. }
  104999. /**
  105000. * Event containing information after VR has been entered
  105001. */
  105002. export class OnAfterEnteringVRObservableEvent {
  105003. /**
  105004. * If entering vr was successful
  105005. */
  105006. success: boolean;
  105007. }
  105008. /**
  105009. * Helps to quickly add VR support to an existing scene.
  105010. * See http://doc.babylonjs.com/how_to/webvr_helper
  105011. */
  105012. export class VRExperienceHelper {
  105013. /** Options to modify the vr experience helper's behavior. */
  105014. webVROptions: VRExperienceHelperOptions;
  105015. private _scene;
  105016. private _position;
  105017. private _btnVR;
  105018. private _btnVRDisplayed;
  105019. private _webVRsupported;
  105020. private _webVRready;
  105021. private _webVRrequesting;
  105022. private _webVRpresenting;
  105023. private _hasEnteredVR;
  105024. private _fullscreenVRpresenting;
  105025. private _canvas;
  105026. private _webVRCamera;
  105027. private _vrDeviceOrientationCamera;
  105028. private _deviceOrientationCamera;
  105029. private _existingCamera;
  105030. private _onKeyDown;
  105031. private _onVrDisplayPresentChange;
  105032. private _onVRDisplayChanged;
  105033. private _onVRRequestPresentStart;
  105034. private _onVRRequestPresentComplete;
  105035. /**
  105036. * 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)
  105037. */
  105038. enableGazeEvenWhenNoPointerLock: boolean;
  105039. /**
  105040. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  105041. */
  105042. exitVROnDoubleTap: boolean;
  105043. /**
  105044. * Observable raised right before entering VR.
  105045. */
  105046. onEnteringVRObservable: Observable<VRExperienceHelper>;
  105047. /**
  105048. * Observable raised when entering VR has completed.
  105049. */
  105050. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  105051. /**
  105052. * Observable raised when exiting VR.
  105053. */
  105054. onExitingVRObservable: Observable<VRExperienceHelper>;
  105055. /**
  105056. * Observable raised when controller mesh is loaded.
  105057. */
  105058. onControllerMeshLoadedObservable: Observable<WebVRController>;
  105059. /** Return this.onEnteringVRObservable
  105060. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  105061. */
  105062. readonly onEnteringVR: Observable<VRExperienceHelper>;
  105063. /** Return this.onExitingVRObservable
  105064. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  105065. */
  105066. readonly onExitingVR: Observable<VRExperienceHelper>;
  105067. /** Return this.onControllerMeshLoadedObservable
  105068. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  105069. */
  105070. readonly onControllerMeshLoaded: Observable<WebVRController>;
  105071. private _rayLength;
  105072. private _useCustomVRButton;
  105073. private _teleportationRequested;
  105074. private _teleportActive;
  105075. private _floorMeshName;
  105076. private _floorMeshesCollection;
  105077. private _rotationAllowed;
  105078. private _teleportBackwardsVector;
  105079. private _teleportationTarget;
  105080. private _isDefaultTeleportationTarget;
  105081. private _postProcessMove;
  105082. private _teleportationFillColor;
  105083. private _teleportationBorderColor;
  105084. private _rotationAngle;
  105085. private _haloCenter;
  105086. private _cameraGazer;
  105087. private _padSensibilityUp;
  105088. private _padSensibilityDown;
  105089. private _leftController;
  105090. private _rightController;
  105091. /**
  105092. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105093. */
  105094. onNewMeshSelected: Observable<AbstractMesh>;
  105095. /**
  105096. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105097. */
  105098. onNewMeshPicked: Observable<PickingInfo>;
  105099. private _circleEase;
  105100. /**
  105101. * Observable raised before camera teleportation
  105102. */
  105103. onBeforeCameraTeleport: Observable<Vector3>;
  105104. /**
  105105. * Observable raised after camera teleportation
  105106. */
  105107. onAfterCameraTeleport: Observable<Vector3>;
  105108. /**
  105109. * Observable raised when current selected mesh gets unselected
  105110. */
  105111. onSelectedMeshUnselected: Observable<AbstractMesh>;
  105112. private _raySelectionPredicate;
  105113. /**
  105114. * To be optionaly changed by user to define custom ray selection
  105115. */
  105116. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  105117. /**
  105118. * To be optionaly changed by user to define custom selection logic (after ray selection)
  105119. */
  105120. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  105121. /**
  105122. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105123. */
  105124. teleportationEnabled: boolean;
  105125. private _defaultHeight;
  105126. private _teleportationInitialized;
  105127. private _interactionsEnabled;
  105128. private _interactionsRequested;
  105129. private _displayGaze;
  105130. private _displayLaserPointer;
  105131. /**
  105132. * The mesh used to display where the user is going to teleport.
  105133. */
  105134. /**
  105135. * Sets the mesh to be used to display where the user is going to teleport.
  105136. */
  105137. teleportationTarget: Mesh;
  105138. /**
  105139. * 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
  105140. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  105141. * See http://doc.babylonjs.com/resources/baking_transformations
  105142. */
  105143. gazeTrackerMesh: Mesh;
  105144. /**
  105145. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105146. */
  105147. updateGazeTrackerScale: boolean;
  105148. /**
  105149. * If the gaze trackers color should be updated when selecting meshes
  105150. */
  105151. updateGazeTrackerColor: boolean;
  105152. /**
  105153. * The gaze tracking mesh corresponding to the left controller
  105154. */
  105155. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  105156. /**
  105157. * The gaze tracking mesh corresponding to the right controller
  105158. */
  105159. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  105160. /**
  105161. * If the ray of the gaze should be displayed.
  105162. */
  105163. /**
  105164. * Sets if the ray of the gaze should be displayed.
  105165. */
  105166. displayGaze: boolean;
  105167. /**
  105168. * If the ray of the LaserPointer should be displayed.
  105169. */
  105170. /**
  105171. * Sets if the ray of the LaserPointer should be displayed.
  105172. */
  105173. displayLaserPointer: boolean;
  105174. /**
  105175. * The deviceOrientationCamera used as the camera when not in VR.
  105176. */
  105177. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  105178. /**
  105179. * Based on the current WebVR support, returns the current VR camera used.
  105180. */
  105181. readonly currentVRCamera: Nullable<Camera>;
  105182. /**
  105183. * The webVRCamera which is used when in VR.
  105184. */
  105185. readonly webVRCamera: WebVRFreeCamera;
  105186. /**
  105187. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  105188. */
  105189. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  105190. /**
  105191. * The html button that is used to trigger entering into VR.
  105192. */
  105193. readonly vrButton: Nullable<HTMLButtonElement>;
  105194. private readonly _teleportationRequestInitiated;
  105195. /**
  105196. * Defines wether or not Pointer lock should be requested when switching to
  105197. * full screen.
  105198. */
  105199. requestPointerLockOnFullScreen: boolean;
  105200. /**
  105201. * Instantiates a VRExperienceHelper.
  105202. * Helps to quickly add VR support to an existing scene.
  105203. * @param scene The scene the VRExperienceHelper belongs to.
  105204. * @param webVROptions Options to modify the vr experience helper's behavior.
  105205. */
  105206. constructor(scene: Scene,
  105207. /** Options to modify the vr experience helper's behavior. */
  105208. webVROptions?: VRExperienceHelperOptions);
  105209. private _onDefaultMeshLoaded;
  105210. private _onResize;
  105211. private _onFullscreenChange;
  105212. /**
  105213. * Gets a value indicating if we are currently in VR mode.
  105214. */
  105215. readonly isInVRMode: boolean;
  105216. private onVrDisplayPresentChange;
  105217. private onVRDisplayChanged;
  105218. private moveButtonToBottomRight;
  105219. private displayVRButton;
  105220. private updateButtonVisibility;
  105221. private _cachedAngularSensibility;
  105222. /**
  105223. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  105224. * Otherwise, will use the fullscreen API.
  105225. */
  105226. enterVR(): void;
  105227. /**
  105228. * Attempt to exit VR, or fullscreen.
  105229. */
  105230. exitVR(): void;
  105231. /**
  105232. * The position of the vr experience helper.
  105233. */
  105234. /**
  105235. * Sets the position of the vr experience helper.
  105236. */
  105237. position: Vector3;
  105238. /**
  105239. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  105240. */
  105241. enableInteractions(): void;
  105242. private readonly _noControllerIsActive;
  105243. private beforeRender;
  105244. private _isTeleportationFloor;
  105245. /**
  105246. * Adds a floor mesh to be used for teleportation.
  105247. * @param floorMesh the mesh to be used for teleportation.
  105248. */
  105249. addFloorMesh(floorMesh: Mesh): void;
  105250. /**
  105251. * Removes a floor mesh from being used for teleportation.
  105252. * @param floorMesh the mesh to be removed.
  105253. */
  105254. removeFloorMesh(floorMesh: Mesh): void;
  105255. /**
  105256. * Enables interactions and teleportation using the VR controllers and gaze.
  105257. * @param vrTeleportationOptions options to modify teleportation behavior.
  105258. */
  105259. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  105260. private _onNewGamepadConnected;
  105261. private _tryEnableInteractionOnController;
  105262. private _onNewGamepadDisconnected;
  105263. private _enableInteractionOnController;
  105264. private _checkTeleportWithRay;
  105265. private _checkRotate;
  105266. private _checkTeleportBackwards;
  105267. private _enableTeleportationOnController;
  105268. private _createTeleportationCircles;
  105269. private _displayTeleportationTarget;
  105270. private _hideTeleportationTarget;
  105271. private _rotateCamera;
  105272. private _moveTeleportationSelectorTo;
  105273. private _workingVector;
  105274. private _workingQuaternion;
  105275. private _workingMatrix;
  105276. /**
  105277. * Teleports the users feet to the desired location
  105278. * @param location The location where the user's feet should be placed
  105279. */
  105280. teleportCamera(location: Vector3): void;
  105281. private _convertNormalToDirectionOfRay;
  105282. private _castRayAndSelectObject;
  105283. private _notifySelectedMeshUnselected;
  105284. /**
  105285. * Sets the color of the laser ray from the vr controllers.
  105286. * @param color new color for the ray.
  105287. */
  105288. changeLaserColor(color: Color3): void;
  105289. /**
  105290. * Sets the color of the ray from the vr headsets gaze.
  105291. * @param color new color for the ray.
  105292. */
  105293. changeGazeColor(color: Color3): void;
  105294. /**
  105295. * Exits VR and disposes of the vr experience helper
  105296. */
  105297. dispose(): void;
  105298. /**
  105299. * Gets the name of the VRExperienceHelper class
  105300. * @returns "VRExperienceHelper"
  105301. */
  105302. getClassName(): string;
  105303. }
  105304. }
  105305. declare module BABYLON {
  105306. /**
  105307. * Manages an XRSession to work with Babylon's engine
  105308. * @see https://doc.babylonjs.com/how_to/webxr
  105309. */
  105310. export class WebXRSessionManager implements IDisposable {
  105311. private scene;
  105312. /**
  105313. * Fires every time a new xrFrame arrives which can be used to update the camera
  105314. */
  105315. onXRFrameObservable: Observable<any>;
  105316. /**
  105317. * Fires when the xr session is ended either by the device or manually done
  105318. */
  105319. onXRSessionEnded: Observable<any>;
  105320. /**
  105321. * Underlying xr session
  105322. */
  105323. session: XRSession;
  105324. /**
  105325. * Type of reference space used when creating the session
  105326. */
  105327. referenceSpace: XRReferenceSpace;
  105328. /** @hidden */
  105329. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  105330. /**
  105331. * Current XR frame
  105332. */
  105333. currentFrame: Nullable<XRFrame>;
  105334. private _xrNavigator;
  105335. private baseLayer;
  105336. /**
  105337. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  105338. * @param scene The scene which the session should be created for
  105339. */
  105340. constructor(scene: Scene);
  105341. /**
  105342. * Initializes the manager
  105343. * After initialization enterXR can be called to start an XR session
  105344. * @returns Promise which resolves after it is initialized
  105345. */
  105346. initializeAsync(): Promise<void>;
  105347. /**
  105348. * Initializes an xr session
  105349. * @param xrSessionMode mode to initialize
  105350. * @returns a promise which will resolve once the session has been initialized
  105351. */
  105352. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  105353. /**
  105354. * Sets the reference space on the xr session
  105355. * @param referenceSpace space to set
  105356. * @returns a promise that will resolve once the reference space has been set
  105357. */
  105358. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  105359. /**
  105360. * Updates the render state of the session
  105361. * @param state state to set
  105362. * @returns a promise that resolves once the render state has been updated
  105363. */
  105364. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  105365. /**
  105366. * Starts rendering to the xr layer
  105367. * @returns a promise that will resolve once rendering has started
  105368. */
  105369. startRenderingToXRAsync(): Promise<void>;
  105370. /**
  105371. * Stops the xrSession and restores the renderloop
  105372. * @returns Promise which resolves after it exits XR
  105373. */
  105374. exitXRAsync(): Promise<unknown>;
  105375. /**
  105376. * Checks if a session would be supported for the creation options specified
  105377. * @param sessionMode session mode to check if supported eg. immersive-vr
  105378. * @returns true if supported
  105379. */
  105380. supportsSessionAsync(sessionMode: XRSessionMode): any;
  105381. /**
  105382. * @hidden
  105383. * Converts the render layer of xrSession to a render target
  105384. * @param session session to create render target for
  105385. * @param scene scene the new render target should be created for
  105386. */
  105387. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  105388. /**
  105389. * Disposes of the session manager
  105390. */
  105391. dispose(): void;
  105392. }
  105393. }
  105394. declare module BABYLON {
  105395. /**
  105396. * WebXR Camera which holds the views for the xrSession
  105397. * @see https://doc.babylonjs.com/how_to/webxr
  105398. */
  105399. export class WebXRCamera extends FreeCamera {
  105400. private static _TmpMatrix;
  105401. /**
  105402. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  105403. * @param name the name of the camera
  105404. * @param scene the scene to add the camera to
  105405. */
  105406. constructor(name: string, scene: Scene);
  105407. private _updateNumberOfRigCameras;
  105408. /** @hidden */
  105409. _updateForDualEyeDebugging(pupilDistance?: number): void;
  105410. /**
  105411. * Updates the cameras position from the current pose information of the XR session
  105412. * @param xrSessionManager the session containing pose information
  105413. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  105414. */
  105415. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  105416. }
  105417. }
  105418. declare module BABYLON {
  105419. /**
  105420. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  105421. */
  105422. export class WebXRManagedOutputCanvas implements IDisposable {
  105423. private helper;
  105424. private _canvas;
  105425. /**
  105426. * xrpresent context of the canvas which can be used to display/mirror xr content
  105427. */
  105428. canvasContext: WebGLRenderingContext;
  105429. /**
  105430. * xr layer for the canvas
  105431. */
  105432. xrLayer: Nullable<XRWebGLLayer>;
  105433. /**
  105434. * Initializes the xr layer for the session
  105435. * @param xrSession xr session
  105436. * @returns a promise that will resolve once the XR Layer has been created
  105437. */
  105438. initializeXRLayerAsync(xrSession: any): any;
  105439. /**
  105440. * Initializes the canvas to be added/removed upon entering/exiting xr
  105441. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  105442. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  105443. */
  105444. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  105445. /**
  105446. * Disposes of the object
  105447. */
  105448. dispose(): void;
  105449. private _setManagedOutputCanvas;
  105450. private _addCanvas;
  105451. private _removeCanvas;
  105452. }
  105453. }
  105454. declare module BABYLON {
  105455. /**
  105456. * States of the webXR experience
  105457. */
  105458. export enum WebXRState {
  105459. /**
  105460. * Transitioning to being in XR mode
  105461. */
  105462. ENTERING_XR = 0,
  105463. /**
  105464. * Transitioning to non XR mode
  105465. */
  105466. EXITING_XR = 1,
  105467. /**
  105468. * In XR mode and presenting
  105469. */
  105470. IN_XR = 2,
  105471. /**
  105472. * Not entered XR mode
  105473. */
  105474. NOT_IN_XR = 3
  105475. }
  105476. /**
  105477. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  105478. * @see https://doc.babylonjs.com/how_to/webxr
  105479. */
  105480. export class WebXRExperienceHelper implements IDisposable {
  105481. private scene;
  105482. /**
  105483. * 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
  105484. */
  105485. container: AbstractMesh;
  105486. /**
  105487. * Camera used to render xr content
  105488. */
  105489. camera: WebXRCamera;
  105490. /**
  105491. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  105492. */
  105493. state: WebXRState;
  105494. private _setState;
  105495. private static _TmpVector;
  105496. /**
  105497. * Fires when the state of the experience helper has changed
  105498. */
  105499. onStateChangedObservable: Observable<WebXRState>;
  105500. /** Session manager used to keep track of xr session */
  105501. sessionManager: WebXRSessionManager;
  105502. private _nonVRCamera;
  105503. private _originalSceneAutoClear;
  105504. private _supported;
  105505. /**
  105506. * Creates the experience helper
  105507. * @param scene the scene to attach the experience helper to
  105508. * @returns a promise for the experience helper
  105509. */
  105510. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  105511. /**
  105512. * Creates a WebXRExperienceHelper
  105513. * @param scene The scene the helper should be created in
  105514. */
  105515. private constructor();
  105516. /**
  105517. * Exits XR mode and returns the scene to its original state
  105518. * @returns promise that resolves after xr mode has exited
  105519. */
  105520. exitXRAsync(): Promise<unknown>;
  105521. /**
  105522. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  105523. * @param sessionCreationOptions options for the XR session
  105524. * @param referenceSpaceType frame of reference of the XR session
  105525. * @param outputCanvas the output canvas that will be used to enter XR mode
  105526. * @returns promise that resolves after xr mode has entered
  105527. */
  105528. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  105529. /**
  105530. * Updates the global position of the camera by moving the camera's container
  105531. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  105532. * @param position The desired global position of the camera
  105533. */
  105534. setPositionOfCameraUsingContainer(position: Vector3): void;
  105535. /**
  105536. * Rotates the xr camera by rotating the camera's container around the camera's position
  105537. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  105538. * @param rotation the desired quaternion rotation to apply to the camera
  105539. */
  105540. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  105541. /**
  105542. * Disposes of the experience helper
  105543. */
  105544. dispose(): void;
  105545. }
  105546. }
  105547. declare module BABYLON {
  105548. /**
  105549. * Button which can be used to enter a different mode of XR
  105550. */
  105551. export class WebXREnterExitUIButton {
  105552. /** button element */
  105553. element: HTMLElement;
  105554. /** XR initialization options for the button */
  105555. sessionMode: XRSessionMode;
  105556. /** Reference space type */
  105557. referenceSpaceType: XRReferenceSpaceType;
  105558. /**
  105559. * Creates a WebXREnterExitUIButton
  105560. * @param element button element
  105561. * @param sessionMode XR initialization session mode
  105562. * @param referenceSpaceType the type of reference space to be used
  105563. */
  105564. constructor(
  105565. /** button element */
  105566. element: HTMLElement,
  105567. /** XR initialization options for the button */
  105568. sessionMode: XRSessionMode,
  105569. /** Reference space type */
  105570. referenceSpaceType: XRReferenceSpaceType);
  105571. /**
  105572. * Overwritable function which can be used to update the button's visuals when the state changes
  105573. * @param activeButton the current active button in the UI
  105574. */
  105575. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  105576. }
  105577. /**
  105578. * Options to create the webXR UI
  105579. */
  105580. export class WebXREnterExitUIOptions {
  105581. /**
  105582. * Context to enter xr with
  105583. */
  105584. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  105585. /**
  105586. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  105587. */
  105588. customButtons?: Array<WebXREnterExitUIButton>;
  105589. }
  105590. /**
  105591. * UI to allow the user to enter/exit XR mode
  105592. */
  105593. export class WebXREnterExitUI implements IDisposable {
  105594. private scene;
  105595. private _overlay;
  105596. private _buttons;
  105597. private _activeButton;
  105598. /**
  105599. * Fired every time the active button is changed.
  105600. *
  105601. * When xr is entered via a button that launches xr that button will be the callback parameter
  105602. *
  105603. * When exiting xr the callback parameter will be null)
  105604. */
  105605. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  105606. /**
  105607. * Creates UI to allow the user to enter/exit XR mode
  105608. * @param scene the scene to add the ui to
  105609. * @param helper the xr experience helper to enter/exit xr with
  105610. * @param options options to configure the UI
  105611. * @returns the created ui
  105612. */
  105613. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  105614. private constructor();
  105615. private _updateButtons;
  105616. /**
  105617. * Disposes of the object
  105618. */
  105619. dispose(): void;
  105620. }
  105621. }
  105622. declare module BABYLON {
  105623. /**
  105624. * Represents an XR input
  105625. */
  105626. export class WebXRController {
  105627. private scene;
  105628. /** The underlying input source for the controller */
  105629. inputSource: XRInputSource;
  105630. private parentContainer;
  105631. /**
  105632. * 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
  105633. */
  105634. grip?: AbstractMesh;
  105635. /**
  105636. * Pointer which can be used to select objects or attach a visible laser to
  105637. */
  105638. pointer: AbstractMesh;
  105639. /**
  105640. * Event that fires when the controller is removed/disposed
  105641. */
  105642. onDisposeObservable: Observable<{}>;
  105643. private _tmpMatrix;
  105644. private _tmpQuaternion;
  105645. private _tmpVector;
  105646. /**
  105647. * Creates the controller
  105648. * @see https://doc.babylonjs.com/how_to/webxr
  105649. * @param scene the scene which the controller should be associated to
  105650. * @param inputSource the underlying input source for the controller
  105651. * @param parentContainer parent that the controller meshes should be children of
  105652. */
  105653. constructor(scene: Scene,
  105654. /** The underlying input source for the controller */
  105655. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  105656. /**
  105657. * Updates the controller pose based on the given XRFrame
  105658. * @param xrFrame xr frame to update the pose with
  105659. * @param referenceSpace reference space to use
  105660. */
  105661. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  105662. /**
  105663. * Gets a world space ray coming from the controller
  105664. * @param result the resulting ray
  105665. */
  105666. getWorldPointerRayToRef(result: Ray): void;
  105667. /**
  105668. * Disposes of the object
  105669. */
  105670. dispose(): void;
  105671. }
  105672. }
  105673. declare module BABYLON {
  105674. /**
  105675. * XR input used to track XR inputs such as controllers/rays
  105676. */
  105677. export class WebXRInput implements IDisposable {
  105678. /**
  105679. * Base experience the input listens to
  105680. */
  105681. baseExperience: WebXRExperienceHelper;
  105682. /**
  105683. * XR controllers being tracked
  105684. */
  105685. controllers: Array<WebXRController>;
  105686. private _frameObserver;
  105687. private _stateObserver;
  105688. /**
  105689. * Event when a controller has been connected/added
  105690. */
  105691. onControllerAddedObservable: Observable<WebXRController>;
  105692. /**
  105693. * Event when a controller has been removed/disconnected
  105694. */
  105695. onControllerRemovedObservable: Observable<WebXRController>;
  105696. /**
  105697. * Initializes the WebXRInput
  105698. * @param baseExperience experience helper which the input should be created for
  105699. */
  105700. constructor(
  105701. /**
  105702. * Base experience the input listens to
  105703. */
  105704. baseExperience: WebXRExperienceHelper);
  105705. private _onInputSourcesChange;
  105706. private _addAndRemoveControllers;
  105707. /**
  105708. * Disposes of the object
  105709. */
  105710. dispose(): void;
  105711. }
  105712. }
  105713. declare module BABYLON {
  105714. /**
  105715. * Enables teleportation
  105716. */
  105717. export class WebXRControllerTeleportation {
  105718. private _teleportationFillColor;
  105719. private _teleportationBorderColor;
  105720. private _tmpRay;
  105721. private _tmpVector;
  105722. /**
  105723. * Creates a WebXRControllerTeleportation
  105724. * @param input input manager to add teleportation to
  105725. * @param floorMeshes floormeshes which can be teleported to
  105726. */
  105727. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  105728. }
  105729. }
  105730. declare module BABYLON {
  105731. /**
  105732. * Handles pointer input automatically for the pointer of XR controllers
  105733. */
  105734. export class WebXRControllerPointerSelection {
  105735. private static _idCounter;
  105736. private _tmpRay;
  105737. /**
  105738. * Creates a WebXRControllerPointerSelection
  105739. * @param input input manager to setup pointer selection
  105740. */
  105741. constructor(input: WebXRInput);
  105742. private _convertNormalToDirectionOfRay;
  105743. private _updatePointerDistance;
  105744. }
  105745. }
  105746. declare module BABYLON {
  105747. /**
  105748. * Class used to represent data loading progression
  105749. */
  105750. export class SceneLoaderProgressEvent {
  105751. /** defines if data length to load can be evaluated */
  105752. readonly lengthComputable: boolean;
  105753. /** defines the loaded data length */
  105754. readonly loaded: number;
  105755. /** defines the data length to load */
  105756. readonly total: number;
  105757. /**
  105758. * Create a new progress event
  105759. * @param lengthComputable defines if data length to load can be evaluated
  105760. * @param loaded defines the loaded data length
  105761. * @param total defines the data length to load
  105762. */
  105763. constructor(
  105764. /** defines if data length to load can be evaluated */
  105765. lengthComputable: boolean,
  105766. /** defines the loaded data length */
  105767. loaded: number,
  105768. /** defines the data length to load */
  105769. total: number);
  105770. /**
  105771. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  105772. * @param event defines the source event
  105773. * @returns a new SceneLoaderProgressEvent
  105774. */
  105775. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  105776. }
  105777. /**
  105778. * Interface used by SceneLoader plugins to define supported file extensions
  105779. */
  105780. export interface ISceneLoaderPluginExtensions {
  105781. /**
  105782. * Defines the list of supported extensions
  105783. */
  105784. [extension: string]: {
  105785. isBinary: boolean;
  105786. };
  105787. }
  105788. /**
  105789. * Interface used by SceneLoader plugin factory
  105790. */
  105791. export interface ISceneLoaderPluginFactory {
  105792. /**
  105793. * Defines the name of the factory
  105794. */
  105795. name: string;
  105796. /**
  105797. * Function called to create a new plugin
  105798. * @return the new plugin
  105799. */
  105800. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  105801. /**
  105802. * Boolean indicating if the plugin can direct load specific data
  105803. */
  105804. canDirectLoad?: (data: string) => boolean;
  105805. }
  105806. /**
  105807. * Interface used to define a SceneLoader plugin
  105808. */
  105809. export interface ISceneLoaderPlugin {
  105810. /**
  105811. * The friendly name of this plugin.
  105812. */
  105813. name: string;
  105814. /**
  105815. * The file extensions supported by this plugin.
  105816. */
  105817. extensions: string | ISceneLoaderPluginExtensions;
  105818. /**
  105819. * Import meshes into a scene.
  105820. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105821. * @param scene The scene to import into
  105822. * @param data The data to import
  105823. * @param rootUrl The root url for scene and resources
  105824. * @param meshes The meshes array to import into
  105825. * @param particleSystems The particle systems array to import into
  105826. * @param skeletons The skeletons array to import into
  105827. * @param onError The callback when import fails
  105828. * @returns True if successful or false otherwise
  105829. */
  105830. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  105831. /**
  105832. * Load into a scene.
  105833. * @param scene The scene to load into
  105834. * @param data The data to import
  105835. * @param rootUrl The root url for scene and resources
  105836. * @param onError The callback when import fails
  105837. * @returns true if successful or false otherwise
  105838. */
  105839. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  105840. /**
  105841. * The callback that returns true if the data can be directly loaded.
  105842. */
  105843. canDirectLoad?: (data: string) => boolean;
  105844. /**
  105845. * The callback that allows custom handling of the root url based on the response url.
  105846. */
  105847. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105848. /**
  105849. * Load into an asset container.
  105850. * @param scene The scene to load into
  105851. * @param data The data to import
  105852. * @param rootUrl The root url for scene and resources
  105853. * @param onError The callback when import fails
  105854. * @returns The loaded asset container
  105855. */
  105856. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  105857. }
  105858. /**
  105859. * Interface used to define an async SceneLoader plugin
  105860. */
  105861. export interface ISceneLoaderPluginAsync {
  105862. /**
  105863. * The friendly name of this plugin.
  105864. */
  105865. name: string;
  105866. /**
  105867. * The file extensions supported by this plugin.
  105868. */
  105869. extensions: string | ISceneLoaderPluginExtensions;
  105870. /**
  105871. * Import meshes into a scene.
  105872. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105873. * @param scene The scene to import into
  105874. * @param data The data to import
  105875. * @param rootUrl The root url for scene and resources
  105876. * @param onProgress The callback when the load progresses
  105877. * @param fileName Defines the name of the file to load
  105878. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  105879. */
  105880. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  105881. meshes: AbstractMesh[];
  105882. particleSystems: IParticleSystem[];
  105883. skeletons: Skeleton[];
  105884. animationGroups: AnimationGroup[];
  105885. }>;
  105886. /**
  105887. * Load into a scene.
  105888. * @param scene The scene to load into
  105889. * @param data The data to import
  105890. * @param rootUrl The root url for scene and resources
  105891. * @param onProgress The callback when the load progresses
  105892. * @param fileName Defines the name of the file to load
  105893. * @returns Nothing
  105894. */
  105895. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  105896. /**
  105897. * The callback that returns true if the data can be directly loaded.
  105898. */
  105899. canDirectLoad?: (data: string) => boolean;
  105900. /**
  105901. * The callback that allows custom handling of the root url based on the response url.
  105902. */
  105903. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105904. /**
  105905. * Load into an asset container.
  105906. * @param scene The scene to load into
  105907. * @param data The data to import
  105908. * @param rootUrl The root url for scene and resources
  105909. * @param onProgress The callback when the load progresses
  105910. * @param fileName Defines the name of the file to load
  105911. * @returns The loaded asset container
  105912. */
  105913. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  105914. }
  105915. /**
  105916. * Class used to load scene from various file formats using registered plugins
  105917. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  105918. */
  105919. export class SceneLoader {
  105920. /**
  105921. * No logging while loading
  105922. */
  105923. static readonly NO_LOGGING: number;
  105924. /**
  105925. * Minimal logging while loading
  105926. */
  105927. static readonly MINIMAL_LOGGING: number;
  105928. /**
  105929. * Summary logging while loading
  105930. */
  105931. static readonly SUMMARY_LOGGING: number;
  105932. /**
  105933. * Detailled logging while loading
  105934. */
  105935. static readonly DETAILED_LOGGING: number;
  105936. /**
  105937. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  105938. */
  105939. static ForceFullSceneLoadingForIncremental: boolean;
  105940. /**
  105941. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  105942. */
  105943. static ShowLoadingScreen: boolean;
  105944. /**
  105945. * Defines the current logging level (while loading the scene)
  105946. * @ignorenaming
  105947. */
  105948. static loggingLevel: number;
  105949. /**
  105950. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  105951. */
  105952. static CleanBoneMatrixWeights: boolean;
  105953. /**
  105954. * Event raised when a plugin is used to load a scene
  105955. */
  105956. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105957. private static _registeredPlugins;
  105958. private static _getDefaultPlugin;
  105959. private static _getPluginForExtension;
  105960. private static _getPluginForDirectLoad;
  105961. private static _getPluginForFilename;
  105962. private static _getDirectLoad;
  105963. private static _loadData;
  105964. private static _getFileInfo;
  105965. /**
  105966. * Gets a plugin that can load the given extension
  105967. * @param extension defines the extension to load
  105968. * @returns a plugin or null if none works
  105969. */
  105970. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  105971. /**
  105972. * Gets a boolean indicating that the given extension can be loaded
  105973. * @param extension defines the extension to load
  105974. * @returns true if the extension is supported
  105975. */
  105976. static IsPluginForExtensionAvailable(extension: string): boolean;
  105977. /**
  105978. * Adds a new plugin to the list of registered plugins
  105979. * @param plugin defines the plugin to add
  105980. */
  105981. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  105982. /**
  105983. * Import meshes into a scene
  105984. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105985. * @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)
  105986. * @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)
  105987. * @param scene the instance of BABYLON.Scene to append to
  105988. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  105989. * @param onProgress a callback with a progress event for each file being loaded
  105990. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105991. * @param pluginExtension the extension used to determine the plugin
  105992. * @returns The loaded plugin
  105993. */
  105994. 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>;
  105995. /**
  105996. * Import meshes into a scene
  105997. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105998. * @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)
  105999. * @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)
  106000. * @param scene the instance of BABYLON.Scene to append to
  106001. * @param onProgress a callback with a progress event for each file being loaded
  106002. * @param pluginExtension the extension used to determine the plugin
  106003. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  106004. */
  106005. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  106006. meshes: AbstractMesh[];
  106007. particleSystems: IParticleSystem[];
  106008. skeletons: Skeleton[];
  106009. animationGroups: AnimationGroup[];
  106010. }>;
  106011. /**
  106012. * Load a scene
  106013. * @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)
  106014. * @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)
  106015. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106016. * @param onSuccess a callback with the scene when import succeeds
  106017. * @param onProgress a callback with a progress event for each file being loaded
  106018. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106019. * @param pluginExtension the extension used to determine the plugin
  106020. * @returns The loaded plugin
  106021. */
  106022. 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>;
  106023. /**
  106024. * Load a scene
  106025. * @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)
  106026. * @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)
  106027. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106028. * @param onProgress a callback with a progress event for each file being loaded
  106029. * @param pluginExtension the extension used to determine the plugin
  106030. * @returns The loaded scene
  106031. */
  106032. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106033. /**
  106034. * Append a scene
  106035. * @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)
  106036. * @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)
  106037. * @param scene is the instance of BABYLON.Scene to append to
  106038. * @param onSuccess a callback with the scene when import succeeds
  106039. * @param onProgress a callback with a progress event for each file being loaded
  106040. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106041. * @param pluginExtension the extension used to determine the plugin
  106042. * @returns The loaded plugin
  106043. */
  106044. 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>;
  106045. /**
  106046. * Append a scene
  106047. * @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)
  106048. * @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)
  106049. * @param scene is the instance of BABYLON.Scene to append to
  106050. * @param onProgress a callback with a progress event for each file being loaded
  106051. * @param pluginExtension the extension used to determine the plugin
  106052. * @returns The given scene
  106053. */
  106054. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106055. /**
  106056. * Load a scene into an asset container
  106057. * @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)
  106058. * @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)
  106059. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  106060. * @param onSuccess a callback with the scene when import succeeds
  106061. * @param onProgress a callback with a progress event for each file being loaded
  106062. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106063. * @param pluginExtension the extension used to determine the plugin
  106064. * @returns The loaded plugin
  106065. */
  106066. 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>;
  106067. /**
  106068. * Load a scene into an asset container
  106069. * @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)
  106070. * @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)
  106071. * @param scene is the instance of Scene to append to
  106072. * @param onProgress a callback with a progress event for each file being loaded
  106073. * @param pluginExtension the extension used to determine the plugin
  106074. * @returns The loaded asset container
  106075. */
  106076. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  106077. }
  106078. }
  106079. declare module BABYLON {
  106080. /**
  106081. * Generic Controller
  106082. */
  106083. export class GenericController extends WebVRController {
  106084. /**
  106085. * Base Url for the controller model.
  106086. */
  106087. static readonly MODEL_BASE_URL: string;
  106088. /**
  106089. * File name for the controller model.
  106090. */
  106091. static readonly MODEL_FILENAME: string;
  106092. /**
  106093. * Creates a new GenericController from a gamepad
  106094. * @param vrGamepad the gamepad that the controller should be created from
  106095. */
  106096. constructor(vrGamepad: any);
  106097. /**
  106098. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106099. * @param scene scene in which to add meshes
  106100. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106101. */
  106102. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106103. /**
  106104. * Called once for each button that changed state since the last frame
  106105. * @param buttonIdx Which button index changed
  106106. * @param state New state of the button
  106107. * @param changes Which properties on the state changed since last frame
  106108. */
  106109. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106110. }
  106111. }
  106112. declare module BABYLON {
  106113. /**
  106114. * Defines the WindowsMotionController object that the state of the windows motion controller
  106115. */
  106116. export class WindowsMotionController extends WebVRController {
  106117. /**
  106118. * The base url used to load the left and right controller models
  106119. */
  106120. static MODEL_BASE_URL: string;
  106121. /**
  106122. * The name of the left controller model file
  106123. */
  106124. static MODEL_LEFT_FILENAME: string;
  106125. /**
  106126. * The name of the right controller model file
  106127. */
  106128. static MODEL_RIGHT_FILENAME: string;
  106129. /**
  106130. * The controller name prefix for this controller type
  106131. */
  106132. static readonly GAMEPAD_ID_PREFIX: string;
  106133. /**
  106134. * The controller id pattern for this controller type
  106135. */
  106136. private static readonly GAMEPAD_ID_PATTERN;
  106137. private _loadedMeshInfo;
  106138. private readonly _mapping;
  106139. /**
  106140. * Fired when the trackpad on this controller is clicked
  106141. */
  106142. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  106143. /**
  106144. * Fired when the trackpad on this controller is modified
  106145. */
  106146. onTrackpadValuesChangedObservable: Observable<StickValues>;
  106147. /**
  106148. * The current x and y values of this controller's trackpad
  106149. */
  106150. trackpad: StickValues;
  106151. /**
  106152. * Creates a new WindowsMotionController from a gamepad
  106153. * @param vrGamepad the gamepad that the controller should be created from
  106154. */
  106155. constructor(vrGamepad: any);
  106156. /**
  106157. * Fired when the trigger on this controller is modified
  106158. */
  106159. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106160. /**
  106161. * Fired when the menu button on this controller is modified
  106162. */
  106163. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106164. /**
  106165. * Fired when the grip button on this controller is modified
  106166. */
  106167. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106168. /**
  106169. * Fired when the thumbstick button on this controller is modified
  106170. */
  106171. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106172. /**
  106173. * Fired when the touchpad button on this controller is modified
  106174. */
  106175. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106176. /**
  106177. * Fired when the touchpad values on this controller are modified
  106178. */
  106179. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  106180. private _updateTrackpad;
  106181. /**
  106182. * Called once per frame by the engine.
  106183. */
  106184. update(): void;
  106185. /**
  106186. * Called once for each button that changed state since the last frame
  106187. * @param buttonIdx Which button index changed
  106188. * @param state New state of the button
  106189. * @param changes Which properties on the state changed since last frame
  106190. */
  106191. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106192. /**
  106193. * Moves the buttons on the controller mesh based on their current state
  106194. * @param buttonName the name of the button to move
  106195. * @param buttonValue the value of the button which determines the buttons new position
  106196. */
  106197. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  106198. /**
  106199. * Moves the axis on the controller mesh based on its current state
  106200. * @param axis the index of the axis
  106201. * @param axisValue the value of the axis which determines the meshes new position
  106202. * @hidden
  106203. */
  106204. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  106205. /**
  106206. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106207. * @param scene scene in which to add meshes
  106208. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106209. */
  106210. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  106211. /**
  106212. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  106213. * can be transformed by button presses and axes values, based on this._mapping.
  106214. *
  106215. * @param scene scene in which the meshes exist
  106216. * @param meshes list of meshes that make up the controller model to process
  106217. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  106218. */
  106219. private processModel;
  106220. private createMeshInfo;
  106221. /**
  106222. * Gets the ray of the controller in the direction the controller is pointing
  106223. * @param length the length the resulting ray should be
  106224. * @returns a ray in the direction the controller is pointing
  106225. */
  106226. getForwardRay(length?: number): Ray;
  106227. /**
  106228. * Disposes of the controller
  106229. */
  106230. dispose(): void;
  106231. }
  106232. }
  106233. declare module BABYLON {
  106234. /**
  106235. * Oculus Touch Controller
  106236. */
  106237. export class OculusTouchController extends WebVRController {
  106238. /**
  106239. * Base Url for the controller model.
  106240. */
  106241. static MODEL_BASE_URL: string;
  106242. /**
  106243. * File name for the left controller model.
  106244. */
  106245. static MODEL_LEFT_FILENAME: string;
  106246. /**
  106247. * File name for the right controller model.
  106248. */
  106249. static MODEL_RIGHT_FILENAME: string;
  106250. /**
  106251. * Base Url for the Quest controller model.
  106252. */
  106253. static QUEST_MODEL_BASE_URL: string;
  106254. /**
  106255. * @hidden
  106256. * If the controllers are running on a device that needs the updated Quest controller models
  106257. */
  106258. static _IsQuest: boolean;
  106259. /**
  106260. * Fired when the secondary trigger on this controller is modified
  106261. */
  106262. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  106263. /**
  106264. * Fired when the thumb rest on this controller is modified
  106265. */
  106266. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  106267. /**
  106268. * Creates a new OculusTouchController from a gamepad
  106269. * @param vrGamepad the gamepad that the controller should be created from
  106270. */
  106271. constructor(vrGamepad: any);
  106272. /**
  106273. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106274. * @param scene scene in which to add meshes
  106275. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106276. */
  106277. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106278. /**
  106279. * Fired when the A button on this controller is modified
  106280. */
  106281. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106282. /**
  106283. * Fired when the B button on this controller is modified
  106284. */
  106285. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106286. /**
  106287. * Fired when the X button on this controller is modified
  106288. */
  106289. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106290. /**
  106291. * Fired when the Y button on this controller is modified
  106292. */
  106293. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106294. /**
  106295. * Called once for each button that changed state since the last frame
  106296. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  106297. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  106298. * 2) secondary trigger (same)
  106299. * 3) A (right) X (left), touch, pressed = value
  106300. * 4) B / Y
  106301. * 5) thumb rest
  106302. * @param buttonIdx Which button index changed
  106303. * @param state New state of the button
  106304. * @param changes Which properties on the state changed since last frame
  106305. */
  106306. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106307. }
  106308. }
  106309. declare module BABYLON {
  106310. /**
  106311. * Vive Controller
  106312. */
  106313. export class ViveController extends WebVRController {
  106314. /**
  106315. * Base Url for the controller model.
  106316. */
  106317. static MODEL_BASE_URL: string;
  106318. /**
  106319. * File name for the controller model.
  106320. */
  106321. static MODEL_FILENAME: string;
  106322. /**
  106323. * Creates a new ViveController from a gamepad
  106324. * @param vrGamepad the gamepad that the controller should be created from
  106325. */
  106326. constructor(vrGamepad: any);
  106327. /**
  106328. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106329. * @param scene scene in which to add meshes
  106330. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106331. */
  106332. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106333. /**
  106334. * Fired when the left button on this controller is modified
  106335. */
  106336. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106337. /**
  106338. * Fired when the right button on this controller is modified
  106339. */
  106340. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106341. /**
  106342. * Fired when the menu button on this controller is modified
  106343. */
  106344. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106345. /**
  106346. * Called once for each button that changed state since the last frame
  106347. * Vive mapping:
  106348. * 0: touchpad
  106349. * 1: trigger
  106350. * 2: left AND right buttons
  106351. * 3: menu button
  106352. * @param buttonIdx Which button index changed
  106353. * @param state New state of the button
  106354. * @param changes Which properties on the state changed since last frame
  106355. */
  106356. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106357. }
  106358. }
  106359. declare module BABYLON {
  106360. /**
  106361. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  106362. */
  106363. export class WebXRControllerModelLoader {
  106364. /**
  106365. * Creates the WebXRControllerModelLoader
  106366. * @param input xr input that creates the controllers
  106367. */
  106368. constructor(input: WebXRInput);
  106369. }
  106370. }
  106371. declare module BABYLON {
  106372. /**
  106373. * Contains an array of blocks representing the octree
  106374. */
  106375. export interface IOctreeContainer<T> {
  106376. /**
  106377. * Blocks within the octree
  106378. */
  106379. blocks: Array<OctreeBlock<T>>;
  106380. }
  106381. /**
  106382. * Class used to store a cell in an octree
  106383. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106384. */
  106385. export class OctreeBlock<T> {
  106386. /**
  106387. * Gets the content of the current block
  106388. */
  106389. entries: T[];
  106390. /**
  106391. * Gets the list of block children
  106392. */
  106393. blocks: Array<OctreeBlock<T>>;
  106394. private _depth;
  106395. private _maxDepth;
  106396. private _capacity;
  106397. private _minPoint;
  106398. private _maxPoint;
  106399. private _boundingVectors;
  106400. private _creationFunc;
  106401. /**
  106402. * Creates a new block
  106403. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  106404. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  106405. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106406. * @param depth defines the current depth of this block in the octree
  106407. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  106408. * @param creationFunc defines a callback to call when an element is added to the block
  106409. */
  106410. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  106411. /**
  106412. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106413. */
  106414. readonly capacity: number;
  106415. /**
  106416. * Gets the minimum vector (in world space) of the block's bounding box
  106417. */
  106418. readonly minPoint: Vector3;
  106419. /**
  106420. * Gets the maximum vector (in world space) of the block's bounding box
  106421. */
  106422. readonly maxPoint: Vector3;
  106423. /**
  106424. * Add a new element to this block
  106425. * @param entry defines the element to add
  106426. */
  106427. addEntry(entry: T): void;
  106428. /**
  106429. * Remove an element from this block
  106430. * @param entry defines the element to remove
  106431. */
  106432. removeEntry(entry: T): void;
  106433. /**
  106434. * Add an array of elements to this block
  106435. * @param entries defines the array of elements to add
  106436. */
  106437. addEntries(entries: T[]): void;
  106438. /**
  106439. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  106440. * @param frustumPlanes defines the frustum planes to test
  106441. * @param selection defines the array to store current content if selection is positive
  106442. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106443. */
  106444. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106445. /**
  106446. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  106447. * @param sphereCenter defines the bounding sphere center
  106448. * @param sphereRadius defines the bounding sphere radius
  106449. * @param selection defines the array to store current content if selection is positive
  106450. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106451. */
  106452. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106453. /**
  106454. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  106455. * @param ray defines the ray to test with
  106456. * @param selection defines the array to store current content if selection is positive
  106457. */
  106458. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  106459. /**
  106460. * Subdivide the content into child blocks (this block will then be empty)
  106461. */
  106462. createInnerBlocks(): void;
  106463. /**
  106464. * @hidden
  106465. */
  106466. 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;
  106467. }
  106468. }
  106469. declare module BABYLON {
  106470. /**
  106471. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  106472. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106473. */
  106474. export class Octree<T> {
  106475. /** 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.) */
  106476. maxDepth: number;
  106477. /**
  106478. * Blocks within the octree containing objects
  106479. */
  106480. blocks: Array<OctreeBlock<T>>;
  106481. /**
  106482. * Content stored in the octree
  106483. */
  106484. dynamicContent: T[];
  106485. private _maxBlockCapacity;
  106486. private _selectionContent;
  106487. private _creationFunc;
  106488. /**
  106489. * Creates a octree
  106490. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106491. * @param creationFunc function to be used to instatiate the octree
  106492. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  106493. * @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.)
  106494. */
  106495. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  106496. /** 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.) */
  106497. maxDepth?: number);
  106498. /**
  106499. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  106500. * @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);
  106501. * @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);
  106502. * @param entries meshes to be added to the octree blocks
  106503. */
  106504. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  106505. /**
  106506. * Adds a mesh to the octree
  106507. * @param entry Mesh to add to the octree
  106508. */
  106509. addMesh(entry: T): void;
  106510. /**
  106511. * Remove an element from the octree
  106512. * @param entry defines the element to remove
  106513. */
  106514. removeMesh(entry: T): void;
  106515. /**
  106516. * Selects an array of meshes within the frustum
  106517. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  106518. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  106519. * @returns array of meshes within the frustum
  106520. */
  106521. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  106522. /**
  106523. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  106524. * @param sphereCenter defines the bounding sphere center
  106525. * @param sphereRadius defines the bounding sphere radius
  106526. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106527. * @returns an array of objects that intersect the sphere
  106528. */
  106529. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  106530. /**
  106531. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  106532. * @param ray defines the ray to test with
  106533. * @returns array of intersected objects
  106534. */
  106535. intersectsRay(ray: Ray): SmartArray<T>;
  106536. /**
  106537. * Adds a mesh into the octree block if it intersects the block
  106538. */
  106539. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  106540. /**
  106541. * Adds a submesh into the octree block if it intersects the block
  106542. */
  106543. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  106544. }
  106545. }
  106546. declare module BABYLON {
  106547. interface Scene {
  106548. /**
  106549. * @hidden
  106550. * Backing Filed
  106551. */
  106552. _selectionOctree: Octree<AbstractMesh>;
  106553. /**
  106554. * Gets the octree used to boost mesh selection (picking)
  106555. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106556. */
  106557. selectionOctree: Octree<AbstractMesh>;
  106558. /**
  106559. * Creates or updates the octree used to boost selection (picking)
  106560. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106561. * @param maxCapacity defines the maximum capacity per leaf
  106562. * @param maxDepth defines the maximum depth of the octree
  106563. * @returns an octree of AbstractMesh
  106564. */
  106565. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  106566. }
  106567. interface AbstractMesh {
  106568. /**
  106569. * @hidden
  106570. * Backing Field
  106571. */
  106572. _submeshesOctree: Octree<SubMesh>;
  106573. /**
  106574. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  106575. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  106576. * @param maxCapacity defines the maximum size of each block (64 by default)
  106577. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  106578. * @returns the new octree
  106579. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  106580. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106581. */
  106582. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  106583. }
  106584. /**
  106585. * Defines the octree scene component responsible to manage any octrees
  106586. * in a given scene.
  106587. */
  106588. export class OctreeSceneComponent {
  106589. /**
  106590. * The component name help to identify the component in the list of scene components.
  106591. */
  106592. readonly name: string;
  106593. /**
  106594. * The scene the component belongs to.
  106595. */
  106596. scene: Scene;
  106597. /**
  106598. * Indicates if the meshes have been checked to make sure they are isEnabled()
  106599. */
  106600. readonly checksIsEnabled: boolean;
  106601. /**
  106602. * Creates a new instance of the component for the given scene
  106603. * @param scene Defines the scene to register the component in
  106604. */
  106605. constructor(scene: Scene);
  106606. /**
  106607. * Registers the component in a given scene
  106608. */
  106609. register(): void;
  106610. /**
  106611. * Return the list of active meshes
  106612. * @returns the list of active meshes
  106613. */
  106614. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  106615. /**
  106616. * Return the list of active sub meshes
  106617. * @param mesh The mesh to get the candidates sub meshes from
  106618. * @returns the list of active sub meshes
  106619. */
  106620. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  106621. private _tempRay;
  106622. /**
  106623. * Return the list of sub meshes intersecting with a given local ray
  106624. * @param mesh defines the mesh to find the submesh for
  106625. * @param localRay defines the ray in local space
  106626. * @returns the list of intersecting sub meshes
  106627. */
  106628. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  106629. /**
  106630. * Return the list of sub meshes colliding with a collider
  106631. * @param mesh defines the mesh to find the submesh for
  106632. * @param collider defines the collider to evaluate the collision against
  106633. * @returns the list of colliding sub meshes
  106634. */
  106635. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  106636. /**
  106637. * Rebuilds the elements related to this component in case of
  106638. * context lost for instance.
  106639. */
  106640. rebuild(): void;
  106641. /**
  106642. * Disposes the component and the associated ressources.
  106643. */
  106644. dispose(): void;
  106645. }
  106646. }
  106647. declare module BABYLON {
  106648. /**
  106649. * Renders a layer on top of an existing scene
  106650. */
  106651. export class UtilityLayerRenderer implements IDisposable {
  106652. /** the original scene that will be rendered on top of */
  106653. originalScene: Scene;
  106654. private _pointerCaptures;
  106655. private _lastPointerEvents;
  106656. private static _DefaultUtilityLayer;
  106657. private static _DefaultKeepDepthUtilityLayer;
  106658. private _sharedGizmoLight;
  106659. private _renderCamera;
  106660. /**
  106661. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  106662. * @returns the camera that is used when rendering the utility layer
  106663. */
  106664. getRenderCamera(): Nullable<Camera>;
  106665. /**
  106666. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  106667. * @param cam the camera that should be used when rendering the utility layer
  106668. */
  106669. setRenderCamera(cam: Nullable<Camera>): void;
  106670. /**
  106671. * @hidden
  106672. * Light which used by gizmos to get light shading
  106673. */
  106674. _getSharedGizmoLight(): HemisphericLight;
  106675. /**
  106676. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  106677. */
  106678. pickUtilitySceneFirst: boolean;
  106679. /**
  106680. * 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)
  106681. */
  106682. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  106683. /**
  106684. * 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)
  106685. */
  106686. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  106687. /**
  106688. * The scene that is rendered on top of the original scene
  106689. */
  106690. utilityLayerScene: Scene;
  106691. /**
  106692. * If the utility layer should automatically be rendered on top of existing scene
  106693. */
  106694. shouldRender: boolean;
  106695. /**
  106696. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  106697. */
  106698. onlyCheckPointerDownEvents: boolean;
  106699. /**
  106700. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  106701. */
  106702. processAllEvents: boolean;
  106703. /**
  106704. * Observable raised when the pointer move from the utility layer scene to the main scene
  106705. */
  106706. onPointerOutObservable: Observable<number>;
  106707. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  106708. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  106709. private _afterRenderObserver;
  106710. private _sceneDisposeObserver;
  106711. private _originalPointerObserver;
  106712. /**
  106713. * Instantiates a UtilityLayerRenderer
  106714. * @param originalScene the original scene that will be rendered on top of
  106715. * @param handleEvents boolean indicating if the utility layer should handle events
  106716. */
  106717. constructor(
  106718. /** the original scene that will be rendered on top of */
  106719. originalScene: Scene, handleEvents?: boolean);
  106720. private _notifyObservers;
  106721. /**
  106722. * Renders the utility layers scene on top of the original scene
  106723. */
  106724. render(): void;
  106725. /**
  106726. * Disposes of the renderer
  106727. */
  106728. dispose(): void;
  106729. private _updateCamera;
  106730. }
  106731. }
  106732. declare module BABYLON {
  106733. /**
  106734. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  106735. */
  106736. export class Gizmo implements IDisposable {
  106737. /** The utility layer the gizmo will be added to */
  106738. gizmoLayer: UtilityLayerRenderer;
  106739. /**
  106740. * The root mesh of the gizmo
  106741. */
  106742. _rootMesh: Mesh;
  106743. private _attachedMesh;
  106744. /**
  106745. * Ratio for the scale of the gizmo (Default: 1)
  106746. */
  106747. scaleRatio: number;
  106748. /**
  106749. * If a custom mesh has been set (Default: false)
  106750. */
  106751. protected _customMeshSet: boolean;
  106752. /**
  106753. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  106754. * * When set, interactions will be enabled
  106755. */
  106756. attachedMesh: Nullable<AbstractMesh>;
  106757. /**
  106758. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  106759. * @param mesh The mesh to replace the default mesh of the gizmo
  106760. */
  106761. setCustomMesh(mesh: Mesh): void;
  106762. /**
  106763. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  106764. */
  106765. updateGizmoRotationToMatchAttachedMesh: boolean;
  106766. /**
  106767. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  106768. */
  106769. updateGizmoPositionToMatchAttachedMesh: boolean;
  106770. /**
  106771. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  106772. */
  106773. updateScale: boolean;
  106774. protected _interactionsEnabled: boolean;
  106775. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106776. private _beforeRenderObserver;
  106777. private _tempVector;
  106778. /**
  106779. * Creates a gizmo
  106780. * @param gizmoLayer The utility layer the gizmo will be added to
  106781. */
  106782. constructor(
  106783. /** The utility layer the gizmo will be added to */
  106784. gizmoLayer?: UtilityLayerRenderer);
  106785. /**
  106786. * Updates the gizmo to match the attached mesh's position/rotation
  106787. */
  106788. protected _update(): void;
  106789. /**
  106790. * Disposes of the gizmo
  106791. */
  106792. dispose(): void;
  106793. }
  106794. }
  106795. declare module BABYLON {
  106796. /**
  106797. * Single plane drag gizmo
  106798. */
  106799. export class PlaneDragGizmo extends Gizmo {
  106800. /**
  106801. * Drag behavior responsible for the gizmos dragging interactions
  106802. */
  106803. dragBehavior: PointerDragBehavior;
  106804. private _pointerObserver;
  106805. /**
  106806. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106807. */
  106808. snapDistance: number;
  106809. /**
  106810. * Event that fires each time the gizmo snaps to a new location.
  106811. * * snapDistance is the the change in distance
  106812. */
  106813. onSnapObservable: Observable<{
  106814. snapDistance: number;
  106815. }>;
  106816. private _plane;
  106817. private _coloredMaterial;
  106818. private _hoverMaterial;
  106819. private _isEnabled;
  106820. private _parent;
  106821. /** @hidden */
  106822. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  106823. /** @hidden */
  106824. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106825. /**
  106826. * Creates a PlaneDragGizmo
  106827. * @param gizmoLayer The utility layer the gizmo will be added to
  106828. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  106829. * @param color The color of the gizmo
  106830. */
  106831. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106832. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106833. /**
  106834. * If the gizmo is enabled
  106835. */
  106836. isEnabled: boolean;
  106837. /**
  106838. * Disposes of the gizmo
  106839. */
  106840. dispose(): void;
  106841. }
  106842. }
  106843. declare module BABYLON {
  106844. /**
  106845. * Gizmo that enables dragging a mesh along 3 axis
  106846. */
  106847. export class PositionGizmo extends Gizmo {
  106848. /**
  106849. * Internal gizmo used for interactions on the x axis
  106850. */
  106851. xGizmo: AxisDragGizmo;
  106852. /**
  106853. * Internal gizmo used for interactions on the y axis
  106854. */
  106855. yGizmo: AxisDragGizmo;
  106856. /**
  106857. * Internal gizmo used for interactions on the z axis
  106858. */
  106859. zGizmo: AxisDragGizmo;
  106860. /**
  106861. * Internal gizmo used for interactions on the yz plane
  106862. */
  106863. xPlaneGizmo: PlaneDragGizmo;
  106864. /**
  106865. * Internal gizmo used for interactions on the xz plane
  106866. */
  106867. yPlaneGizmo: PlaneDragGizmo;
  106868. /**
  106869. * Internal gizmo used for interactions on the xy plane
  106870. */
  106871. zPlaneGizmo: PlaneDragGizmo;
  106872. /**
  106873. * private variables
  106874. */
  106875. private _meshAttached;
  106876. private _updateGizmoRotationToMatchAttachedMesh;
  106877. private _snapDistance;
  106878. private _scaleRatio;
  106879. /** Fires an event when any of it's sub gizmos are dragged */
  106880. onDragStartObservable: Observable<unknown>;
  106881. /** Fires an event when any of it's sub gizmos are released from dragging */
  106882. onDragEndObservable: Observable<unknown>;
  106883. /**
  106884. * If set to true, planar drag is enabled
  106885. */
  106886. private _planarGizmoEnabled;
  106887. attachedMesh: Nullable<AbstractMesh>;
  106888. /**
  106889. * Creates a PositionGizmo
  106890. * @param gizmoLayer The utility layer the gizmo will be added to
  106891. */
  106892. constructor(gizmoLayer?: UtilityLayerRenderer);
  106893. /**
  106894. * If the planar drag gizmo is enabled
  106895. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  106896. */
  106897. planarGizmoEnabled: boolean;
  106898. updateGizmoRotationToMatchAttachedMesh: boolean;
  106899. /**
  106900. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106901. */
  106902. snapDistance: number;
  106903. /**
  106904. * Ratio for the scale of the gizmo (Default: 1)
  106905. */
  106906. scaleRatio: number;
  106907. /**
  106908. * Disposes of the gizmo
  106909. */
  106910. dispose(): void;
  106911. /**
  106912. * CustomMeshes are not supported by this gizmo
  106913. * @param mesh The mesh to replace the default mesh of the gizmo
  106914. */
  106915. setCustomMesh(mesh: Mesh): void;
  106916. }
  106917. }
  106918. declare module BABYLON {
  106919. /**
  106920. * Single axis drag gizmo
  106921. */
  106922. export class AxisDragGizmo extends Gizmo {
  106923. /**
  106924. * Drag behavior responsible for the gizmos dragging interactions
  106925. */
  106926. dragBehavior: PointerDragBehavior;
  106927. private _pointerObserver;
  106928. /**
  106929. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106930. */
  106931. snapDistance: number;
  106932. /**
  106933. * Event that fires each time the gizmo snaps to a new location.
  106934. * * snapDistance is the the change in distance
  106935. */
  106936. onSnapObservable: Observable<{
  106937. snapDistance: number;
  106938. }>;
  106939. private _isEnabled;
  106940. private _parent;
  106941. private _arrow;
  106942. private _coloredMaterial;
  106943. private _hoverMaterial;
  106944. /** @hidden */
  106945. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  106946. /** @hidden */
  106947. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106948. /**
  106949. * Creates an AxisDragGizmo
  106950. * @param gizmoLayer The utility layer the gizmo will be added to
  106951. * @param dragAxis The axis which the gizmo will be able to drag on
  106952. * @param color The color of the gizmo
  106953. */
  106954. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106955. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106956. /**
  106957. * If the gizmo is enabled
  106958. */
  106959. isEnabled: boolean;
  106960. /**
  106961. * Disposes of the gizmo
  106962. */
  106963. dispose(): void;
  106964. }
  106965. }
  106966. declare module BABYLON.Debug {
  106967. /**
  106968. * The Axes viewer will show 3 axes in a specific point in space
  106969. */
  106970. export class AxesViewer {
  106971. private _xAxis;
  106972. private _yAxis;
  106973. private _zAxis;
  106974. private _scaleLinesFactor;
  106975. private _instanced;
  106976. /**
  106977. * Gets the hosting scene
  106978. */
  106979. scene: Scene;
  106980. /**
  106981. * Gets or sets a number used to scale line length
  106982. */
  106983. scaleLines: number;
  106984. /** Gets the node hierarchy used to render x-axis */
  106985. readonly xAxis: TransformNode;
  106986. /** Gets the node hierarchy used to render y-axis */
  106987. readonly yAxis: TransformNode;
  106988. /** Gets the node hierarchy used to render z-axis */
  106989. readonly zAxis: TransformNode;
  106990. /**
  106991. * Creates a new AxesViewer
  106992. * @param scene defines the hosting scene
  106993. * @param scaleLines defines a number used to scale line length (1 by default)
  106994. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  106995. * @param xAxis defines the node hierarchy used to render the x-axis
  106996. * @param yAxis defines the node hierarchy used to render the y-axis
  106997. * @param zAxis defines the node hierarchy used to render the z-axis
  106998. */
  106999. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  107000. /**
  107001. * Force the viewer to update
  107002. * @param position defines the position of the viewer
  107003. * @param xaxis defines the x axis of the viewer
  107004. * @param yaxis defines the y axis of the viewer
  107005. * @param zaxis defines the z axis of the viewer
  107006. */
  107007. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  107008. /**
  107009. * Creates an instance of this axes viewer.
  107010. * @returns a new axes viewer with instanced meshes
  107011. */
  107012. createInstance(): AxesViewer;
  107013. /** Releases resources */
  107014. dispose(): void;
  107015. private static _SetRenderingGroupId;
  107016. }
  107017. }
  107018. declare module BABYLON.Debug {
  107019. /**
  107020. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  107021. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  107022. */
  107023. export class BoneAxesViewer extends AxesViewer {
  107024. /**
  107025. * Gets or sets the target mesh where to display the axes viewer
  107026. */
  107027. mesh: Nullable<Mesh>;
  107028. /**
  107029. * Gets or sets the target bone where to display the axes viewer
  107030. */
  107031. bone: Nullable<Bone>;
  107032. /** Gets current position */
  107033. pos: Vector3;
  107034. /** Gets direction of X axis */
  107035. xaxis: Vector3;
  107036. /** Gets direction of Y axis */
  107037. yaxis: Vector3;
  107038. /** Gets direction of Z axis */
  107039. zaxis: Vector3;
  107040. /**
  107041. * Creates a new BoneAxesViewer
  107042. * @param scene defines the hosting scene
  107043. * @param bone defines the target bone
  107044. * @param mesh defines the target mesh
  107045. * @param scaleLines defines a scaling factor for line length (1 by default)
  107046. */
  107047. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  107048. /**
  107049. * Force the viewer to update
  107050. */
  107051. update(): void;
  107052. /** Releases resources */
  107053. dispose(): void;
  107054. }
  107055. }
  107056. declare module BABYLON {
  107057. /**
  107058. * Interface used to define scene explorer extensibility option
  107059. */
  107060. export interface IExplorerExtensibilityOption {
  107061. /**
  107062. * Define the option label
  107063. */
  107064. label: string;
  107065. /**
  107066. * Defines the action to execute on click
  107067. */
  107068. action: (entity: any) => void;
  107069. }
  107070. /**
  107071. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  107072. */
  107073. export interface IExplorerExtensibilityGroup {
  107074. /**
  107075. * Defines a predicate to test if a given type mut be extended
  107076. */
  107077. predicate: (entity: any) => boolean;
  107078. /**
  107079. * Gets the list of options added to a type
  107080. */
  107081. entries: IExplorerExtensibilityOption[];
  107082. }
  107083. /**
  107084. * Interface used to define the options to use to create the Inspector
  107085. */
  107086. export interface IInspectorOptions {
  107087. /**
  107088. * Display in overlay mode (default: false)
  107089. */
  107090. overlay?: boolean;
  107091. /**
  107092. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  107093. */
  107094. globalRoot?: HTMLElement;
  107095. /**
  107096. * Display the Scene explorer
  107097. */
  107098. showExplorer?: boolean;
  107099. /**
  107100. * Display the property inspector
  107101. */
  107102. showInspector?: boolean;
  107103. /**
  107104. * Display in embed mode (both panes on the right)
  107105. */
  107106. embedMode?: boolean;
  107107. /**
  107108. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  107109. */
  107110. handleResize?: boolean;
  107111. /**
  107112. * Allow the panes to popup (default: true)
  107113. */
  107114. enablePopup?: boolean;
  107115. /**
  107116. * Allow the panes to be closed by users (default: true)
  107117. */
  107118. enableClose?: boolean;
  107119. /**
  107120. * Optional list of extensibility entries
  107121. */
  107122. explorerExtensibility?: IExplorerExtensibilityGroup[];
  107123. /**
  107124. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  107125. */
  107126. inspectorURL?: string;
  107127. }
  107128. interface Scene {
  107129. /**
  107130. * @hidden
  107131. * Backing field
  107132. */
  107133. _debugLayer: DebugLayer;
  107134. /**
  107135. * Gets the debug layer (aka Inspector) associated with the scene
  107136. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107137. */
  107138. debugLayer: DebugLayer;
  107139. }
  107140. /**
  107141. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107142. * what is happening in your scene
  107143. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107144. */
  107145. export class DebugLayer {
  107146. /**
  107147. * Define the url to get the inspector script from.
  107148. * By default it uses the babylonjs CDN.
  107149. * @ignoreNaming
  107150. */
  107151. static InspectorURL: string;
  107152. private _scene;
  107153. private BJSINSPECTOR;
  107154. private _onPropertyChangedObservable?;
  107155. /**
  107156. * Observable triggered when a property is changed through the inspector.
  107157. */
  107158. readonly onPropertyChangedObservable: any;
  107159. /**
  107160. * Instantiates a new debug layer.
  107161. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107162. * what is happening in your scene
  107163. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107164. * @param scene Defines the scene to inspect
  107165. */
  107166. constructor(scene: Scene);
  107167. /** Creates the inspector window. */
  107168. private _createInspector;
  107169. /**
  107170. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  107171. * @param entity defines the entity to select
  107172. * @param lineContainerTitle defines the specific block to highlight
  107173. */
  107174. select(entity: any, lineContainerTitle?: string): void;
  107175. /** Get the inspector from bundle or global */
  107176. private _getGlobalInspector;
  107177. /**
  107178. * Get if the inspector is visible or not.
  107179. * @returns true if visible otherwise, false
  107180. */
  107181. isVisible(): boolean;
  107182. /**
  107183. * Hide the inspector and close its window.
  107184. */
  107185. hide(): void;
  107186. /**
  107187. * Launch the debugLayer.
  107188. * @param config Define the configuration of the inspector
  107189. * @return a promise fulfilled when the debug layer is visible
  107190. */
  107191. show(config?: IInspectorOptions): Promise<DebugLayer>;
  107192. }
  107193. }
  107194. declare module BABYLON {
  107195. /**
  107196. * Class containing static functions to help procedurally build meshes
  107197. */
  107198. export class BoxBuilder {
  107199. /**
  107200. * Creates a box mesh
  107201. * * The parameter `size` sets the size (float) of each box side (default 1)
  107202. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  107203. * * 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)
  107204. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107205. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107206. * * If you create a double-sided mesh, you can choose what parts of 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
  107207. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107208. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  107209. * @param name defines the name of the mesh
  107210. * @param options defines the options used to create the mesh
  107211. * @param scene defines the hosting scene
  107212. * @returns the box mesh
  107213. */
  107214. static CreateBox(name: string, options: {
  107215. size?: number;
  107216. width?: number;
  107217. height?: number;
  107218. depth?: number;
  107219. faceUV?: Vector4[];
  107220. faceColors?: Color4[];
  107221. sideOrientation?: number;
  107222. frontUVs?: Vector4;
  107223. backUVs?: Vector4;
  107224. wrap?: boolean;
  107225. topBaseAt?: number;
  107226. bottomBaseAt?: number;
  107227. updatable?: boolean;
  107228. }, scene?: Nullable<Scene>): Mesh;
  107229. }
  107230. }
  107231. declare module BABYLON {
  107232. /**
  107233. * Class containing static functions to help procedurally build meshes
  107234. */
  107235. export class SphereBuilder {
  107236. /**
  107237. * Creates a sphere mesh
  107238. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  107239. * * 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`)
  107240. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  107241. * * 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
  107242. * * 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)
  107243. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107244. * * If you create a double-sided mesh, you can choose what parts of 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
  107245. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107246. * @param name defines the name of the mesh
  107247. * @param options defines the options used to create the mesh
  107248. * @param scene defines the hosting scene
  107249. * @returns the sphere mesh
  107250. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  107251. */
  107252. static CreateSphere(name: string, options: {
  107253. segments?: number;
  107254. diameter?: number;
  107255. diameterX?: number;
  107256. diameterY?: number;
  107257. diameterZ?: number;
  107258. arc?: number;
  107259. slice?: number;
  107260. sideOrientation?: number;
  107261. frontUVs?: Vector4;
  107262. backUVs?: Vector4;
  107263. updatable?: boolean;
  107264. }, scene: any): Mesh;
  107265. }
  107266. }
  107267. declare module BABYLON.Debug {
  107268. /**
  107269. * Used to show the physics impostor around the specific mesh
  107270. */
  107271. export class PhysicsViewer {
  107272. /** @hidden */
  107273. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  107274. /** @hidden */
  107275. protected _meshes: Array<Nullable<AbstractMesh>>;
  107276. /** @hidden */
  107277. protected _scene: Nullable<Scene>;
  107278. /** @hidden */
  107279. protected _numMeshes: number;
  107280. /** @hidden */
  107281. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  107282. private _renderFunction;
  107283. private _utilityLayer;
  107284. private _debugBoxMesh;
  107285. private _debugSphereMesh;
  107286. private _debugCylinderMesh;
  107287. private _debugMaterial;
  107288. private _debugMeshMeshes;
  107289. /**
  107290. * Creates a new PhysicsViewer
  107291. * @param scene defines the hosting scene
  107292. */
  107293. constructor(scene: Scene);
  107294. /** @hidden */
  107295. protected _updateDebugMeshes(): void;
  107296. /**
  107297. * Renders a specified physic impostor
  107298. * @param impostor defines the impostor to render
  107299. * @param targetMesh defines the mesh represented by the impostor
  107300. * @returns the new debug mesh used to render the impostor
  107301. */
  107302. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  107303. /**
  107304. * Hides a specified physic impostor
  107305. * @param impostor defines the impostor to hide
  107306. */
  107307. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  107308. private _getDebugMaterial;
  107309. private _getDebugBoxMesh;
  107310. private _getDebugSphereMesh;
  107311. private _getDebugCylinderMesh;
  107312. private _getDebugMeshMesh;
  107313. private _getDebugMesh;
  107314. /** Releases all resources */
  107315. dispose(): void;
  107316. }
  107317. }
  107318. declare module BABYLON {
  107319. /**
  107320. * Class containing static functions to help procedurally build meshes
  107321. */
  107322. export class LinesBuilder {
  107323. /**
  107324. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  107325. * * 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
  107326. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  107327. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  107328. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  107329. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  107330. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  107331. * * 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
  107332. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  107333. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107334. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  107335. * @param name defines the name of the new line system
  107336. * @param options defines the options used to create the line system
  107337. * @param scene defines the hosting scene
  107338. * @returns a new line system mesh
  107339. */
  107340. static CreateLineSystem(name: string, options: {
  107341. lines: Vector3[][];
  107342. updatable?: boolean;
  107343. instance?: Nullable<LinesMesh>;
  107344. colors?: Nullable<Color4[][]>;
  107345. useVertexAlpha?: boolean;
  107346. }, scene: Nullable<Scene>): LinesMesh;
  107347. /**
  107348. * Creates a line mesh
  107349. * 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
  107350. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107351. * * The parameter `points` is an array successive Vector3
  107352. * * 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
  107353. * * The optional parameter `colors` is an array of successive Color4, one per line point
  107354. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  107355. * * When updating an instance, remember that only point positions can change, not the number of points
  107356. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107357. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  107358. * @param name defines the name of the new line system
  107359. * @param options defines the options used to create the line system
  107360. * @param scene defines the hosting scene
  107361. * @returns a new line mesh
  107362. */
  107363. static CreateLines(name: string, options: {
  107364. points: Vector3[];
  107365. updatable?: boolean;
  107366. instance?: Nullable<LinesMesh>;
  107367. colors?: Color4[];
  107368. useVertexAlpha?: boolean;
  107369. }, scene?: Nullable<Scene>): LinesMesh;
  107370. /**
  107371. * Creates a dashed line mesh
  107372. * * 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
  107373. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107374. * * The parameter `points` is an array successive Vector3
  107375. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  107376. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  107377. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  107378. * * 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
  107379. * * When updating an instance, remember that only point positions can change, not the number of points
  107380. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107381. * @param name defines the name of the mesh
  107382. * @param options defines the options used to create the mesh
  107383. * @param scene defines the hosting scene
  107384. * @returns the dashed line mesh
  107385. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  107386. */
  107387. static CreateDashedLines(name: string, options: {
  107388. points: Vector3[];
  107389. dashSize?: number;
  107390. gapSize?: number;
  107391. dashNb?: number;
  107392. updatable?: boolean;
  107393. instance?: LinesMesh;
  107394. }, scene?: Nullable<Scene>): LinesMesh;
  107395. }
  107396. }
  107397. declare module BABYLON {
  107398. /**
  107399. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107400. * in order to better appreciate the issue one might have.
  107401. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107402. */
  107403. export class RayHelper {
  107404. /**
  107405. * Defines the ray we are currently tryin to visualize.
  107406. */
  107407. ray: Nullable<Ray>;
  107408. private _renderPoints;
  107409. private _renderLine;
  107410. private _renderFunction;
  107411. private _scene;
  107412. private _updateToMeshFunction;
  107413. private _attachedToMesh;
  107414. private _meshSpaceDirection;
  107415. private _meshSpaceOrigin;
  107416. /**
  107417. * Helper function to create a colored helper in a scene in one line.
  107418. * @param ray Defines the ray we are currently tryin to visualize
  107419. * @param scene Defines the scene the ray is used in
  107420. * @param color Defines the color we want to see the ray in
  107421. * @returns The newly created ray helper.
  107422. */
  107423. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  107424. /**
  107425. * Instantiate a new ray helper.
  107426. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107427. * in order to better appreciate the issue one might have.
  107428. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107429. * @param ray Defines the ray we are currently tryin to visualize
  107430. */
  107431. constructor(ray: Ray);
  107432. /**
  107433. * Shows the ray we are willing to debug.
  107434. * @param scene Defines the scene the ray needs to be rendered in
  107435. * @param color Defines the color the ray needs to be rendered in
  107436. */
  107437. show(scene: Scene, color?: Color3): void;
  107438. /**
  107439. * Hides the ray we are debugging.
  107440. */
  107441. hide(): void;
  107442. private _render;
  107443. /**
  107444. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  107445. * @param mesh Defines the mesh we want the helper attached to
  107446. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  107447. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  107448. * @param length Defines the length of the ray
  107449. */
  107450. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  107451. /**
  107452. * Detach the ray helper from the mesh it has previously been attached to.
  107453. */
  107454. detachFromMesh(): void;
  107455. private _updateToMesh;
  107456. /**
  107457. * Dispose the helper and release its associated resources.
  107458. */
  107459. dispose(): void;
  107460. }
  107461. }
  107462. declare module BABYLON.Debug {
  107463. /**
  107464. * Class used to render a debug view of a given skeleton
  107465. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  107466. */
  107467. export class SkeletonViewer {
  107468. /** defines the skeleton to render */
  107469. skeleton: Skeleton;
  107470. /** defines the mesh attached to the skeleton */
  107471. mesh: AbstractMesh;
  107472. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107473. autoUpdateBonesMatrices: boolean;
  107474. /** defines the rendering group id to use with the viewer */
  107475. renderingGroupId: number;
  107476. /** Gets or sets the color used to render the skeleton */
  107477. color: Color3;
  107478. private _scene;
  107479. private _debugLines;
  107480. private _debugMesh;
  107481. private _isEnabled;
  107482. private _renderFunction;
  107483. private _utilityLayer;
  107484. /**
  107485. * Returns the mesh used to render the bones
  107486. */
  107487. readonly debugMesh: Nullable<LinesMesh>;
  107488. /**
  107489. * Creates a new SkeletonViewer
  107490. * @param skeleton defines the skeleton to render
  107491. * @param mesh defines the mesh attached to the skeleton
  107492. * @param scene defines the hosting scene
  107493. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  107494. * @param renderingGroupId defines the rendering group id to use with the viewer
  107495. */
  107496. constructor(
  107497. /** defines the skeleton to render */
  107498. skeleton: Skeleton,
  107499. /** defines the mesh attached to the skeleton */
  107500. mesh: AbstractMesh, scene: Scene,
  107501. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107502. autoUpdateBonesMatrices?: boolean,
  107503. /** defines the rendering group id to use with the viewer */
  107504. renderingGroupId?: number);
  107505. /** Gets or sets a boolean indicating if the viewer is enabled */
  107506. isEnabled: boolean;
  107507. private _getBonePosition;
  107508. private _getLinesForBonesWithLength;
  107509. private _getLinesForBonesNoLength;
  107510. /** Update the viewer to sync with current skeleton state */
  107511. update(): void;
  107512. /** Release associated resources */
  107513. dispose(): void;
  107514. }
  107515. }
  107516. declare module BABYLON {
  107517. /**
  107518. * Options to create the null engine
  107519. */
  107520. export class NullEngineOptions {
  107521. /**
  107522. * Render width (Default: 512)
  107523. */
  107524. renderWidth: number;
  107525. /**
  107526. * Render height (Default: 256)
  107527. */
  107528. renderHeight: number;
  107529. /**
  107530. * Texture size (Default: 512)
  107531. */
  107532. textureSize: number;
  107533. /**
  107534. * If delta time between frames should be constant
  107535. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107536. */
  107537. deterministicLockstep: boolean;
  107538. /**
  107539. * Maximum about of steps between frames (Default: 4)
  107540. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107541. */
  107542. lockstepMaxSteps: number;
  107543. }
  107544. /**
  107545. * The null engine class provides support for headless version of babylon.js.
  107546. * This can be used in server side scenario or for testing purposes
  107547. */
  107548. export class NullEngine extends Engine {
  107549. private _options;
  107550. /**
  107551. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107552. */
  107553. isDeterministicLockStep(): boolean;
  107554. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  107555. getLockstepMaxSteps(): number;
  107556. /**
  107557. * Sets hardware scaling, used to save performance if needed
  107558. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  107559. */
  107560. getHardwareScalingLevel(): number;
  107561. constructor(options?: NullEngineOptions);
  107562. createVertexBuffer(vertices: FloatArray): DataBuffer;
  107563. createIndexBuffer(indices: IndicesArray): DataBuffer;
  107564. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  107565. getRenderWidth(useScreen?: boolean): number;
  107566. getRenderHeight(useScreen?: boolean): number;
  107567. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  107568. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  107569. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  107570. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  107571. bindSamplers(effect: Effect): void;
  107572. enableEffect(effect: Effect): void;
  107573. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  107574. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  107575. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  107576. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  107577. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  107578. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  107579. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  107580. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  107581. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  107582. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  107583. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  107584. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  107585. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  107586. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  107587. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107588. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107589. setFloat(uniform: WebGLUniformLocation, value: number): void;
  107590. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  107591. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  107592. setBool(uniform: WebGLUniformLocation, bool: number): void;
  107593. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  107594. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  107595. bindBuffers(vertexBuffers: {
  107596. [key: string]: VertexBuffer;
  107597. }, indexBuffer: DataBuffer, effect: Effect): void;
  107598. wipeCaches(bruteForce?: boolean): void;
  107599. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  107600. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  107601. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  107602. /** @hidden */
  107603. _createTexture(): WebGLTexture;
  107604. /** @hidden */
  107605. _releaseTexture(texture: InternalTexture): void;
  107606. 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;
  107607. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  107608. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  107609. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  107610. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  107611. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  107612. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  107613. areAllEffectsReady(): boolean;
  107614. /**
  107615. * @hidden
  107616. * Get the current error code of the webGL context
  107617. * @returns the error code
  107618. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  107619. */
  107620. getError(): number;
  107621. /** @hidden */
  107622. _getUnpackAlignement(): number;
  107623. /** @hidden */
  107624. _unpackFlipY(value: boolean): void;
  107625. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  107626. /**
  107627. * Updates a dynamic vertex buffer.
  107628. * @param vertexBuffer the vertex buffer to update
  107629. * @param data the data used to update the vertex buffer
  107630. * @param byteOffset the byte offset of the data (optional)
  107631. * @param byteLength the byte length of the data (optional)
  107632. */
  107633. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  107634. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  107635. /** @hidden */
  107636. _bindTexture(channel: number, texture: InternalTexture): void;
  107637. /** @hidden */
  107638. _releaseBuffer(buffer: DataBuffer): boolean;
  107639. releaseEffects(): void;
  107640. displayLoadingUI(): void;
  107641. hideLoadingUI(): void;
  107642. /** @hidden */
  107643. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107644. /** @hidden */
  107645. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107646. /** @hidden */
  107647. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107648. /** @hidden */
  107649. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  107650. }
  107651. }
  107652. declare module BABYLON {
  107653. /** @hidden */
  107654. export class _OcclusionDataStorage {
  107655. /** @hidden */
  107656. occlusionInternalRetryCounter: number;
  107657. /** @hidden */
  107658. isOcclusionQueryInProgress: boolean;
  107659. /** @hidden */
  107660. isOccluded: boolean;
  107661. /** @hidden */
  107662. occlusionRetryCount: number;
  107663. /** @hidden */
  107664. occlusionType: number;
  107665. /** @hidden */
  107666. occlusionQueryAlgorithmType: number;
  107667. }
  107668. interface Engine {
  107669. /**
  107670. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  107671. * @return the new query
  107672. */
  107673. createQuery(): WebGLQuery;
  107674. /**
  107675. * Delete and release a webGL query
  107676. * @param query defines the query to delete
  107677. * @return the current engine
  107678. */
  107679. deleteQuery(query: WebGLQuery): Engine;
  107680. /**
  107681. * Check if a given query has resolved and got its value
  107682. * @param query defines the query to check
  107683. * @returns true if the query got its value
  107684. */
  107685. isQueryResultAvailable(query: WebGLQuery): boolean;
  107686. /**
  107687. * Gets the value of a given query
  107688. * @param query defines the query to check
  107689. * @returns the value of the query
  107690. */
  107691. getQueryResult(query: WebGLQuery): number;
  107692. /**
  107693. * Initiates an occlusion query
  107694. * @param algorithmType defines the algorithm to use
  107695. * @param query defines the query to use
  107696. * @returns the current engine
  107697. * @see http://doc.babylonjs.com/features/occlusionquery
  107698. */
  107699. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  107700. /**
  107701. * Ends an occlusion query
  107702. * @see http://doc.babylonjs.com/features/occlusionquery
  107703. * @param algorithmType defines the algorithm to use
  107704. * @returns the current engine
  107705. */
  107706. endOcclusionQuery(algorithmType: number): Engine;
  107707. /**
  107708. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  107709. * Please note that only one query can be issued at a time
  107710. * @returns a time token used to track the time span
  107711. */
  107712. startTimeQuery(): Nullable<_TimeToken>;
  107713. /**
  107714. * Ends a time query
  107715. * @param token defines the token used to measure the time span
  107716. * @returns the time spent (in ns)
  107717. */
  107718. endTimeQuery(token: _TimeToken): int;
  107719. /** @hidden */
  107720. _currentNonTimestampToken: Nullable<_TimeToken>;
  107721. /** @hidden */
  107722. _createTimeQuery(): WebGLQuery;
  107723. /** @hidden */
  107724. _deleteTimeQuery(query: WebGLQuery): void;
  107725. /** @hidden */
  107726. _getGlAlgorithmType(algorithmType: number): number;
  107727. /** @hidden */
  107728. _getTimeQueryResult(query: WebGLQuery): any;
  107729. /** @hidden */
  107730. _getTimeQueryAvailability(query: WebGLQuery): any;
  107731. }
  107732. interface AbstractMesh {
  107733. /**
  107734. * Backing filed
  107735. * @hidden
  107736. */
  107737. __occlusionDataStorage: _OcclusionDataStorage;
  107738. /**
  107739. * Access property
  107740. * @hidden
  107741. */
  107742. _occlusionDataStorage: _OcclusionDataStorage;
  107743. /**
  107744. * 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.
  107745. * The default value is -1 which means don't break the query and wait till the result
  107746. * @see http://doc.babylonjs.com/features/occlusionquery
  107747. */
  107748. occlusionRetryCount: number;
  107749. /**
  107750. * 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:
  107751. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  107752. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  107753. * * 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.
  107754. * @see http://doc.babylonjs.com/features/occlusionquery
  107755. */
  107756. occlusionType: number;
  107757. /**
  107758. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  107759. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  107760. * * 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.
  107761. * @see http://doc.babylonjs.com/features/occlusionquery
  107762. */
  107763. occlusionQueryAlgorithmType: number;
  107764. /**
  107765. * 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
  107766. * @see http://doc.babylonjs.com/features/occlusionquery
  107767. */
  107768. isOccluded: boolean;
  107769. /**
  107770. * Flag to check the progress status of the query
  107771. * @see http://doc.babylonjs.com/features/occlusionquery
  107772. */
  107773. isOcclusionQueryInProgress: boolean;
  107774. }
  107775. }
  107776. declare module BABYLON {
  107777. /** @hidden */
  107778. export var _forceTransformFeedbackToBundle: boolean;
  107779. interface Engine {
  107780. /**
  107781. * Creates a webGL transform feedback object
  107782. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  107783. * @returns the webGL transform feedback object
  107784. */
  107785. createTransformFeedback(): WebGLTransformFeedback;
  107786. /**
  107787. * Delete a webGL transform feedback object
  107788. * @param value defines the webGL transform feedback object to delete
  107789. */
  107790. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  107791. /**
  107792. * Bind a webGL transform feedback object to the webgl context
  107793. * @param value defines the webGL transform feedback object to bind
  107794. */
  107795. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  107796. /**
  107797. * Begins a transform feedback operation
  107798. * @param usePoints defines if points or triangles must be used
  107799. */
  107800. beginTransformFeedback(usePoints: boolean): void;
  107801. /**
  107802. * Ends a transform feedback operation
  107803. */
  107804. endTransformFeedback(): void;
  107805. /**
  107806. * Specify the varyings to use with transform feedback
  107807. * @param program defines the associated webGL program
  107808. * @param value defines the list of strings representing the varying names
  107809. */
  107810. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  107811. /**
  107812. * Bind a webGL buffer for a transform feedback operation
  107813. * @param value defines the webGL buffer to bind
  107814. */
  107815. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  107816. }
  107817. }
  107818. declare module BABYLON {
  107819. /**
  107820. * Creation options of the multi render target texture.
  107821. */
  107822. export interface IMultiRenderTargetOptions {
  107823. /**
  107824. * Define if the texture needs to create mip maps after render.
  107825. */
  107826. generateMipMaps?: boolean;
  107827. /**
  107828. * Define the types of all the draw buffers we want to create
  107829. */
  107830. types?: number[];
  107831. /**
  107832. * Define the sampling modes of all the draw buffers we want to create
  107833. */
  107834. samplingModes?: number[];
  107835. /**
  107836. * Define if a depth buffer is required
  107837. */
  107838. generateDepthBuffer?: boolean;
  107839. /**
  107840. * Define if a stencil buffer is required
  107841. */
  107842. generateStencilBuffer?: boolean;
  107843. /**
  107844. * Define if a depth texture is required instead of a depth buffer
  107845. */
  107846. generateDepthTexture?: boolean;
  107847. /**
  107848. * Define the number of desired draw buffers
  107849. */
  107850. textureCount?: number;
  107851. /**
  107852. * Define if aspect ratio should be adapted to the texture or stay the scene one
  107853. */
  107854. doNotChangeAspectRatio?: boolean;
  107855. /**
  107856. * Define the default type of the buffers we are creating
  107857. */
  107858. defaultType?: number;
  107859. }
  107860. /**
  107861. * A multi render target, like a render target provides the ability to render to a texture.
  107862. * Unlike the render target, it can render to several draw buffers in one draw.
  107863. * This is specially interesting in deferred rendering or for any effects requiring more than
  107864. * just one color from a single pass.
  107865. */
  107866. export class MultiRenderTarget extends RenderTargetTexture {
  107867. private _internalTextures;
  107868. private _textures;
  107869. private _multiRenderTargetOptions;
  107870. /**
  107871. * Get if draw buffers are currently supported by the used hardware and browser.
  107872. */
  107873. readonly isSupported: boolean;
  107874. /**
  107875. * Get the list of textures generated by the multi render target.
  107876. */
  107877. readonly textures: Texture[];
  107878. /**
  107879. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  107880. */
  107881. readonly depthTexture: Texture;
  107882. /**
  107883. * Set the wrapping mode on U of all the textures we are rendering to.
  107884. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107885. */
  107886. wrapU: number;
  107887. /**
  107888. * Set the wrapping mode on V of all the textures we are rendering to.
  107889. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107890. */
  107891. wrapV: number;
  107892. /**
  107893. * Instantiate a new multi render target texture.
  107894. * A multi render target, like a render target provides the ability to render to a texture.
  107895. * Unlike the render target, it can render to several draw buffers in one draw.
  107896. * This is specially interesting in deferred rendering or for any effects requiring more than
  107897. * just one color from a single pass.
  107898. * @param name Define the name of the texture
  107899. * @param size Define the size of the buffers to render to
  107900. * @param count Define the number of target we are rendering into
  107901. * @param scene Define the scene the texture belongs to
  107902. * @param options Define the options used to create the multi render target
  107903. */
  107904. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  107905. /** @hidden */
  107906. _rebuild(): void;
  107907. private _createInternalTextures;
  107908. private _createTextures;
  107909. /**
  107910. * Define the number of samples used if MSAA is enabled.
  107911. */
  107912. samples: number;
  107913. /**
  107914. * Resize all the textures in the multi render target.
  107915. * Be carrefull as it will recreate all the data in the new texture.
  107916. * @param size Define the new size
  107917. */
  107918. resize(size: any): void;
  107919. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  107920. /**
  107921. * Dispose the render targets and their associated resources
  107922. */
  107923. dispose(): void;
  107924. /**
  107925. * Release all the underlying texture used as draw buffers.
  107926. */
  107927. releaseInternalTextures(): void;
  107928. }
  107929. }
  107930. declare module BABYLON {
  107931. interface Engine {
  107932. /**
  107933. * Unbind a list of render target textures from the webGL context
  107934. * This is used only when drawBuffer extension or webGL2 are active
  107935. * @param textures defines the render target textures to unbind
  107936. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  107937. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  107938. */
  107939. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  107940. /**
  107941. * Create a multi render target texture
  107942. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  107943. * @param size defines the size of the texture
  107944. * @param options defines the creation options
  107945. * @returns the cube texture as an InternalTexture
  107946. */
  107947. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  107948. /**
  107949. * Update the sample count for a given multiple render target texture
  107950. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  107951. * @param textures defines the textures to update
  107952. * @param samples defines the sample count to set
  107953. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  107954. */
  107955. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  107956. }
  107957. }
  107958. declare module BABYLON {
  107959. /**
  107960. * Gather the list of clipboard event types as constants.
  107961. */
  107962. export class ClipboardEventTypes {
  107963. /**
  107964. * The clipboard event is fired when a copy command is active (pressed).
  107965. */
  107966. static readonly COPY: number;
  107967. /**
  107968. * The clipboard event is fired when a cut command is active (pressed).
  107969. */
  107970. static readonly CUT: number;
  107971. /**
  107972. * The clipboard event is fired when a paste command is active (pressed).
  107973. */
  107974. static readonly PASTE: number;
  107975. }
  107976. /**
  107977. * This class is used to store clipboard related info for the onClipboardObservable event.
  107978. */
  107979. export class ClipboardInfo {
  107980. /**
  107981. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107982. */
  107983. type: number;
  107984. /**
  107985. * Defines the related dom event
  107986. */
  107987. event: ClipboardEvent;
  107988. /**
  107989. *Creates an instance of ClipboardInfo.
  107990. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  107991. * @param event Defines the related dom event
  107992. */
  107993. constructor(
  107994. /**
  107995. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107996. */
  107997. type: number,
  107998. /**
  107999. * Defines the related dom event
  108000. */
  108001. event: ClipboardEvent);
  108002. /**
  108003. * Get the clipboard event's type from the keycode.
  108004. * @param keyCode Defines the keyCode for the current keyboard event.
  108005. * @return {number}
  108006. */
  108007. static GetTypeFromCharacter(keyCode: number): number;
  108008. }
  108009. }
  108010. declare module BABYLON {
  108011. /**
  108012. * Google Daydream controller
  108013. */
  108014. export class DaydreamController extends WebVRController {
  108015. /**
  108016. * Base Url for the controller model.
  108017. */
  108018. static MODEL_BASE_URL: string;
  108019. /**
  108020. * File name for the controller model.
  108021. */
  108022. static MODEL_FILENAME: string;
  108023. /**
  108024. * Gamepad Id prefix used to identify Daydream Controller.
  108025. */
  108026. static readonly GAMEPAD_ID_PREFIX: string;
  108027. /**
  108028. * Creates a new DaydreamController from a gamepad
  108029. * @param vrGamepad the gamepad that the controller should be created from
  108030. */
  108031. constructor(vrGamepad: any);
  108032. /**
  108033. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108034. * @param scene scene in which to add meshes
  108035. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108036. */
  108037. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108038. /**
  108039. * Called once for each button that changed state since the last frame
  108040. * @param buttonIdx Which button index changed
  108041. * @param state New state of the button
  108042. * @param changes Which properties on the state changed since last frame
  108043. */
  108044. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108045. }
  108046. }
  108047. declare module BABYLON {
  108048. /**
  108049. * Gear VR Controller
  108050. */
  108051. export class GearVRController extends WebVRController {
  108052. /**
  108053. * Base Url for the controller model.
  108054. */
  108055. static MODEL_BASE_URL: string;
  108056. /**
  108057. * File name for the controller model.
  108058. */
  108059. static MODEL_FILENAME: string;
  108060. /**
  108061. * Gamepad Id prefix used to identify this controller.
  108062. */
  108063. static readonly GAMEPAD_ID_PREFIX: string;
  108064. private readonly _buttonIndexToObservableNameMap;
  108065. /**
  108066. * Creates a new GearVRController from a gamepad
  108067. * @param vrGamepad the gamepad that the controller should be created from
  108068. */
  108069. constructor(vrGamepad: any);
  108070. /**
  108071. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108072. * @param scene scene in which to add meshes
  108073. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108074. */
  108075. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108076. /**
  108077. * Called once for each button that changed state since the last frame
  108078. * @param buttonIdx Which button index changed
  108079. * @param state New state of the button
  108080. * @param changes Which properties on the state changed since last frame
  108081. */
  108082. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108083. }
  108084. }
  108085. declare module BABYLON {
  108086. /**
  108087. * Class containing static functions to help procedurally build meshes
  108088. */
  108089. export class PolyhedronBuilder {
  108090. /**
  108091. * Creates a polyhedron mesh
  108092. * * 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
  108093. * * The parameter `size` (positive float, default 1) sets the polygon size
  108094. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  108095. * * 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`
  108096. * * 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
  108097. * * 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)`)
  108098. * * 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
  108099. * * 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
  108100. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108101. * * If you create a double-sided mesh, you can choose what parts of 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
  108102. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108103. * @param name defines the name of the mesh
  108104. * @param options defines the options used to create the mesh
  108105. * @param scene defines the hosting scene
  108106. * @returns the polyhedron mesh
  108107. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  108108. */
  108109. static CreatePolyhedron(name: string, options: {
  108110. type?: number;
  108111. size?: number;
  108112. sizeX?: number;
  108113. sizeY?: number;
  108114. sizeZ?: number;
  108115. custom?: any;
  108116. faceUV?: Vector4[];
  108117. faceColors?: Color4[];
  108118. flat?: boolean;
  108119. updatable?: boolean;
  108120. sideOrientation?: number;
  108121. frontUVs?: Vector4;
  108122. backUVs?: Vector4;
  108123. }, scene?: Nullable<Scene>): Mesh;
  108124. }
  108125. }
  108126. declare module BABYLON {
  108127. /**
  108128. * Gizmo that enables scaling a mesh along 3 axis
  108129. */
  108130. export class ScaleGizmo extends Gizmo {
  108131. /**
  108132. * Internal gizmo used for interactions on the x axis
  108133. */
  108134. xGizmo: AxisScaleGizmo;
  108135. /**
  108136. * Internal gizmo used for interactions on the y axis
  108137. */
  108138. yGizmo: AxisScaleGizmo;
  108139. /**
  108140. * Internal gizmo used for interactions on the z axis
  108141. */
  108142. zGizmo: AxisScaleGizmo;
  108143. /**
  108144. * Internal gizmo used to scale all axis equally
  108145. */
  108146. uniformScaleGizmo: AxisScaleGizmo;
  108147. private _meshAttached;
  108148. private _updateGizmoRotationToMatchAttachedMesh;
  108149. private _snapDistance;
  108150. private _scaleRatio;
  108151. private _uniformScalingMesh;
  108152. private _octahedron;
  108153. /** Fires an event when any of it's sub gizmos are dragged */
  108154. onDragStartObservable: Observable<unknown>;
  108155. /** Fires an event when any of it's sub gizmos are released from dragging */
  108156. onDragEndObservable: Observable<unknown>;
  108157. attachedMesh: Nullable<AbstractMesh>;
  108158. /**
  108159. * Creates a ScaleGizmo
  108160. * @param gizmoLayer The utility layer the gizmo will be added to
  108161. */
  108162. constructor(gizmoLayer?: UtilityLayerRenderer);
  108163. updateGizmoRotationToMatchAttachedMesh: boolean;
  108164. /**
  108165. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108166. */
  108167. snapDistance: number;
  108168. /**
  108169. * Ratio for the scale of the gizmo (Default: 1)
  108170. */
  108171. scaleRatio: number;
  108172. /**
  108173. * Disposes of the gizmo
  108174. */
  108175. dispose(): void;
  108176. }
  108177. }
  108178. declare module BABYLON {
  108179. /**
  108180. * Single axis scale gizmo
  108181. */
  108182. export class AxisScaleGizmo extends Gizmo {
  108183. /**
  108184. * Drag behavior responsible for the gizmos dragging interactions
  108185. */
  108186. dragBehavior: PointerDragBehavior;
  108187. private _pointerObserver;
  108188. /**
  108189. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108190. */
  108191. snapDistance: number;
  108192. /**
  108193. * Event that fires each time the gizmo snaps to a new location.
  108194. * * snapDistance is the the change in distance
  108195. */
  108196. onSnapObservable: Observable<{
  108197. snapDistance: number;
  108198. }>;
  108199. /**
  108200. * If the scaling operation should be done on all axis (default: false)
  108201. */
  108202. uniformScaling: boolean;
  108203. private _isEnabled;
  108204. private _parent;
  108205. private _arrow;
  108206. private _coloredMaterial;
  108207. private _hoverMaterial;
  108208. /**
  108209. * Creates an AxisScaleGizmo
  108210. * @param gizmoLayer The utility layer the gizmo will be added to
  108211. * @param dragAxis The axis which the gizmo will be able to scale on
  108212. * @param color The color of the gizmo
  108213. */
  108214. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  108215. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108216. /**
  108217. * If the gizmo is enabled
  108218. */
  108219. isEnabled: boolean;
  108220. /**
  108221. * Disposes of the gizmo
  108222. */
  108223. dispose(): void;
  108224. /**
  108225. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108226. * @param mesh The mesh to replace the default mesh of the gizmo
  108227. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  108228. */
  108229. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  108230. }
  108231. }
  108232. declare module BABYLON {
  108233. /**
  108234. * Bounding box gizmo
  108235. */
  108236. export class BoundingBoxGizmo extends Gizmo {
  108237. private _lineBoundingBox;
  108238. private _rotateSpheresParent;
  108239. private _scaleBoxesParent;
  108240. private _boundingDimensions;
  108241. private _renderObserver;
  108242. private _pointerObserver;
  108243. private _scaleDragSpeed;
  108244. private _tmpQuaternion;
  108245. private _tmpVector;
  108246. private _tmpRotationMatrix;
  108247. /**
  108248. * 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)
  108249. */
  108250. ignoreChildren: boolean;
  108251. /**
  108252. * 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)
  108253. */
  108254. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  108255. /**
  108256. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  108257. */
  108258. rotationSphereSize: number;
  108259. /**
  108260. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  108261. */
  108262. scaleBoxSize: number;
  108263. /**
  108264. * 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)
  108265. */
  108266. fixedDragMeshScreenSize: boolean;
  108267. /**
  108268. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  108269. */
  108270. fixedDragMeshScreenSizeDistanceFactor: number;
  108271. /**
  108272. * Fired when a rotation sphere or scale box is dragged
  108273. */
  108274. onDragStartObservable: Observable<{}>;
  108275. /**
  108276. * Fired when a scale box is dragged
  108277. */
  108278. onScaleBoxDragObservable: Observable<{}>;
  108279. /**
  108280. * Fired when a scale box drag is ended
  108281. */
  108282. onScaleBoxDragEndObservable: Observable<{}>;
  108283. /**
  108284. * Fired when a rotation sphere is dragged
  108285. */
  108286. onRotationSphereDragObservable: Observable<{}>;
  108287. /**
  108288. * Fired when a rotation sphere drag is ended
  108289. */
  108290. onRotationSphereDragEndObservable: Observable<{}>;
  108291. /**
  108292. * 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)
  108293. */
  108294. scalePivot: Nullable<Vector3>;
  108295. /**
  108296. * Mesh used as a pivot to rotate the attached mesh
  108297. */
  108298. private _anchorMesh;
  108299. private _existingMeshScale;
  108300. private _dragMesh;
  108301. private pointerDragBehavior;
  108302. private coloredMaterial;
  108303. private hoverColoredMaterial;
  108304. /**
  108305. * Sets the color of the bounding box gizmo
  108306. * @param color the color to set
  108307. */
  108308. setColor(color: Color3): void;
  108309. /**
  108310. * Creates an BoundingBoxGizmo
  108311. * @param gizmoLayer The utility layer the gizmo will be added to
  108312. * @param color The color of the gizmo
  108313. */
  108314. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  108315. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108316. private _selectNode;
  108317. /**
  108318. * Updates the bounding box information for the Gizmo
  108319. */
  108320. updateBoundingBox(): void;
  108321. private _updateRotationSpheres;
  108322. private _updateScaleBoxes;
  108323. /**
  108324. * Enables rotation on the specified axis and disables rotation on the others
  108325. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  108326. */
  108327. setEnabledRotationAxis(axis: string): void;
  108328. /**
  108329. * Enables/disables scaling
  108330. * @param enable if scaling should be enabled
  108331. */
  108332. setEnabledScaling(enable: boolean): void;
  108333. private _updateDummy;
  108334. /**
  108335. * Enables a pointer drag behavior on the bounding box of the gizmo
  108336. */
  108337. enableDragBehavior(): void;
  108338. /**
  108339. * Disposes of the gizmo
  108340. */
  108341. dispose(): void;
  108342. /**
  108343. * 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)
  108344. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  108345. * @returns the bounding box mesh with the passed in mesh as a child
  108346. */
  108347. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  108348. /**
  108349. * CustomMeshes are not supported by this gizmo
  108350. * @param mesh The mesh to replace the default mesh of the gizmo
  108351. */
  108352. setCustomMesh(mesh: Mesh): void;
  108353. }
  108354. }
  108355. declare module BABYLON {
  108356. /**
  108357. * Single plane rotation gizmo
  108358. */
  108359. export class PlaneRotationGizmo extends Gizmo {
  108360. /**
  108361. * Drag behavior responsible for the gizmos dragging interactions
  108362. */
  108363. dragBehavior: PointerDragBehavior;
  108364. private _pointerObserver;
  108365. /**
  108366. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  108367. */
  108368. snapDistance: number;
  108369. /**
  108370. * Event that fires each time the gizmo snaps to a new location.
  108371. * * snapDistance is the the change in distance
  108372. */
  108373. onSnapObservable: Observable<{
  108374. snapDistance: number;
  108375. }>;
  108376. private _isEnabled;
  108377. private _parent;
  108378. /**
  108379. * Creates a PlaneRotationGizmo
  108380. * @param gizmoLayer The utility layer the gizmo will be added to
  108381. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  108382. * @param color The color of the gizmo
  108383. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108384. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108385. */
  108386. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  108387. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108388. /**
  108389. * If the gizmo is enabled
  108390. */
  108391. isEnabled: boolean;
  108392. /**
  108393. * Disposes of the gizmo
  108394. */
  108395. dispose(): void;
  108396. }
  108397. }
  108398. declare module BABYLON {
  108399. /**
  108400. * Gizmo that enables rotating a mesh along 3 axis
  108401. */
  108402. export class RotationGizmo extends Gizmo {
  108403. /**
  108404. * Internal gizmo used for interactions on the x axis
  108405. */
  108406. xGizmo: PlaneRotationGizmo;
  108407. /**
  108408. * Internal gizmo used for interactions on the y axis
  108409. */
  108410. yGizmo: PlaneRotationGizmo;
  108411. /**
  108412. * Internal gizmo used for interactions on the z axis
  108413. */
  108414. zGizmo: PlaneRotationGizmo;
  108415. /** Fires an event when any of it's sub gizmos are dragged */
  108416. onDragStartObservable: Observable<unknown>;
  108417. /** Fires an event when any of it's sub gizmos are released from dragging */
  108418. onDragEndObservable: Observable<unknown>;
  108419. private _meshAttached;
  108420. attachedMesh: Nullable<AbstractMesh>;
  108421. /**
  108422. * Creates a RotationGizmo
  108423. * @param gizmoLayer The utility layer the gizmo will be added to
  108424. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108425. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108426. */
  108427. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  108428. updateGizmoRotationToMatchAttachedMesh: boolean;
  108429. /**
  108430. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108431. */
  108432. snapDistance: number;
  108433. /**
  108434. * Ratio for the scale of the gizmo (Default: 1)
  108435. */
  108436. scaleRatio: number;
  108437. /**
  108438. * Disposes of the gizmo
  108439. */
  108440. dispose(): void;
  108441. /**
  108442. * CustomMeshes are not supported by this gizmo
  108443. * @param mesh The mesh to replace the default mesh of the gizmo
  108444. */
  108445. setCustomMesh(mesh: Mesh): void;
  108446. }
  108447. }
  108448. declare module BABYLON {
  108449. /**
  108450. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  108451. */
  108452. export class GizmoManager implements IDisposable {
  108453. private scene;
  108454. /**
  108455. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  108456. */
  108457. gizmos: {
  108458. positionGizmo: Nullable<PositionGizmo>;
  108459. rotationGizmo: Nullable<RotationGizmo>;
  108460. scaleGizmo: Nullable<ScaleGizmo>;
  108461. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  108462. };
  108463. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  108464. clearGizmoOnEmptyPointerEvent: boolean;
  108465. /** Fires an event when the manager is attached to a mesh */
  108466. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  108467. private _gizmosEnabled;
  108468. private _pointerObserver;
  108469. private _attachedMesh;
  108470. private _boundingBoxColor;
  108471. private _defaultUtilityLayer;
  108472. private _defaultKeepDepthUtilityLayer;
  108473. /**
  108474. * When bounding box gizmo is enabled, this can be used to track drag/end events
  108475. */
  108476. boundingBoxDragBehavior: SixDofDragBehavior;
  108477. /**
  108478. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  108479. */
  108480. attachableMeshes: Nullable<Array<AbstractMesh>>;
  108481. /**
  108482. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  108483. */
  108484. usePointerToAttachGizmos: boolean;
  108485. /**
  108486. * Utility layer that the bounding box gizmo belongs to
  108487. */
  108488. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  108489. /**
  108490. * Utility layer that all gizmos besides bounding box belong to
  108491. */
  108492. readonly utilityLayer: UtilityLayerRenderer;
  108493. /**
  108494. * Instatiates a gizmo manager
  108495. * @param scene the scene to overlay the gizmos on top of
  108496. */
  108497. constructor(scene: Scene);
  108498. /**
  108499. * Attaches a set of gizmos to the specified mesh
  108500. * @param mesh The mesh the gizmo's should be attached to
  108501. */
  108502. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  108503. /**
  108504. * If the position gizmo is enabled
  108505. */
  108506. positionGizmoEnabled: boolean;
  108507. /**
  108508. * If the rotation gizmo is enabled
  108509. */
  108510. rotationGizmoEnabled: boolean;
  108511. /**
  108512. * If the scale gizmo is enabled
  108513. */
  108514. scaleGizmoEnabled: boolean;
  108515. /**
  108516. * If the boundingBox gizmo is enabled
  108517. */
  108518. boundingBoxGizmoEnabled: boolean;
  108519. /**
  108520. * Disposes of the gizmo manager
  108521. */
  108522. dispose(): void;
  108523. }
  108524. }
  108525. declare module BABYLON {
  108526. /**
  108527. * A directional light is defined by a direction (what a surprise!).
  108528. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  108529. * 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.
  108530. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108531. */
  108532. export class DirectionalLight extends ShadowLight {
  108533. private _shadowFrustumSize;
  108534. /**
  108535. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  108536. */
  108537. /**
  108538. * Specifies a fix frustum size for the shadow generation.
  108539. */
  108540. shadowFrustumSize: number;
  108541. private _shadowOrthoScale;
  108542. /**
  108543. * Gets the shadow projection scale against the optimal computed one.
  108544. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108545. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108546. */
  108547. /**
  108548. * Sets the shadow projection scale against the optimal computed one.
  108549. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108550. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108551. */
  108552. shadowOrthoScale: number;
  108553. /**
  108554. * Automatically compute the projection matrix to best fit (including all the casters)
  108555. * on each frame.
  108556. */
  108557. autoUpdateExtends: boolean;
  108558. private _orthoLeft;
  108559. private _orthoRight;
  108560. private _orthoTop;
  108561. private _orthoBottom;
  108562. /**
  108563. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  108564. * The directional light is emitted from everywhere in the given direction.
  108565. * It can cast shadows.
  108566. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108567. * @param name The friendly name of the light
  108568. * @param direction The direction of the light
  108569. * @param scene The scene the light belongs to
  108570. */
  108571. constructor(name: string, direction: Vector3, scene: Scene);
  108572. /**
  108573. * Returns the string "DirectionalLight".
  108574. * @return The class name
  108575. */
  108576. getClassName(): string;
  108577. /**
  108578. * Returns the integer 1.
  108579. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108580. */
  108581. getTypeID(): number;
  108582. /**
  108583. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  108584. * Returns the DirectionalLight Shadow projection matrix.
  108585. */
  108586. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108587. /**
  108588. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  108589. * Returns the DirectionalLight Shadow projection matrix.
  108590. */
  108591. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  108592. /**
  108593. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  108594. * Returns the DirectionalLight Shadow projection matrix.
  108595. */
  108596. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108597. protected _buildUniformLayout(): void;
  108598. /**
  108599. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  108600. * @param effect The effect to update
  108601. * @param lightIndex The index of the light in the effect to update
  108602. * @returns The directional light
  108603. */
  108604. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  108605. /**
  108606. * Gets the minZ used for shadow according to both the scene and the light.
  108607. *
  108608. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108609. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108610. * @param activeCamera The camera we are returning the min for
  108611. * @returns the depth min z
  108612. */
  108613. getDepthMinZ(activeCamera: Camera): number;
  108614. /**
  108615. * Gets the maxZ used for shadow according to both the scene and the light.
  108616. *
  108617. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108618. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108619. * @param activeCamera The camera we are returning the max for
  108620. * @returns the depth max z
  108621. */
  108622. getDepthMaxZ(activeCamera: Camera): number;
  108623. /**
  108624. * Prepares the list of defines specific to the light type.
  108625. * @param defines the list of defines
  108626. * @param lightIndex defines the index of the light for the effect
  108627. */
  108628. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108629. }
  108630. }
  108631. declare module BABYLON {
  108632. /**
  108633. * Class containing static functions to help procedurally build meshes
  108634. */
  108635. export class HemisphereBuilder {
  108636. /**
  108637. * Creates a hemisphere mesh
  108638. * @param name defines the name of the mesh
  108639. * @param options defines the options used to create the mesh
  108640. * @param scene defines the hosting scene
  108641. * @returns the hemisphere mesh
  108642. */
  108643. static CreateHemisphere(name: string, options: {
  108644. segments?: number;
  108645. diameter?: number;
  108646. sideOrientation?: number;
  108647. }, scene: any): Mesh;
  108648. }
  108649. }
  108650. declare module BABYLON {
  108651. /**
  108652. * A spot light is defined by a position, a direction, an angle, and an exponent.
  108653. * These values define a cone of light starting from the position, emitting toward the direction.
  108654. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  108655. * and the exponent defines the speed of the decay of the light with distance (reach).
  108656. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108657. */
  108658. export class SpotLight extends ShadowLight {
  108659. private _angle;
  108660. private _innerAngle;
  108661. private _cosHalfAngle;
  108662. private _lightAngleScale;
  108663. private _lightAngleOffset;
  108664. /**
  108665. * Gets the cone angle of the spot light in Radians.
  108666. */
  108667. /**
  108668. * Sets the cone angle of the spot light in Radians.
  108669. */
  108670. angle: number;
  108671. /**
  108672. * Only used in gltf falloff mode, this defines the angle where
  108673. * the directional falloff will start before cutting at angle which could be seen
  108674. * as outer angle.
  108675. */
  108676. /**
  108677. * Only used in gltf falloff mode, this defines the angle where
  108678. * the directional falloff will start before cutting at angle which could be seen
  108679. * as outer angle.
  108680. */
  108681. innerAngle: number;
  108682. private _shadowAngleScale;
  108683. /**
  108684. * Allows scaling the angle of the light for shadow generation only.
  108685. */
  108686. /**
  108687. * Allows scaling the angle of the light for shadow generation only.
  108688. */
  108689. shadowAngleScale: number;
  108690. /**
  108691. * The light decay speed with the distance from the emission spot.
  108692. */
  108693. exponent: number;
  108694. private _projectionTextureMatrix;
  108695. /**
  108696. * Allows reading the projecton texture
  108697. */
  108698. readonly projectionTextureMatrix: Matrix;
  108699. protected _projectionTextureLightNear: number;
  108700. /**
  108701. * Gets the near clip of the Spotlight for texture projection.
  108702. */
  108703. /**
  108704. * Sets the near clip of the Spotlight for texture projection.
  108705. */
  108706. projectionTextureLightNear: number;
  108707. protected _projectionTextureLightFar: number;
  108708. /**
  108709. * Gets the far clip of the Spotlight for texture projection.
  108710. */
  108711. /**
  108712. * Sets the far clip of the Spotlight for texture projection.
  108713. */
  108714. projectionTextureLightFar: number;
  108715. protected _projectionTextureUpDirection: Vector3;
  108716. /**
  108717. * Gets the Up vector of the Spotlight for texture projection.
  108718. */
  108719. /**
  108720. * Sets the Up vector of the Spotlight for texture projection.
  108721. */
  108722. projectionTextureUpDirection: Vector3;
  108723. private _projectionTexture;
  108724. /**
  108725. * Gets the projection texture of the light.
  108726. */
  108727. /**
  108728. * Sets the projection texture of the light.
  108729. */
  108730. projectionTexture: Nullable<BaseTexture>;
  108731. private _projectionTextureViewLightDirty;
  108732. private _projectionTextureProjectionLightDirty;
  108733. private _projectionTextureDirty;
  108734. private _projectionTextureViewTargetVector;
  108735. private _projectionTextureViewLightMatrix;
  108736. private _projectionTextureProjectionLightMatrix;
  108737. private _projectionTextureScalingMatrix;
  108738. /**
  108739. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  108740. * It can cast shadows.
  108741. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108742. * @param name The light friendly name
  108743. * @param position The position of the spot light in the scene
  108744. * @param direction The direction of the light in the scene
  108745. * @param angle The cone angle of the light in Radians
  108746. * @param exponent The light decay speed with the distance from the emission spot
  108747. * @param scene The scene the lights belongs to
  108748. */
  108749. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  108750. /**
  108751. * Returns the string "SpotLight".
  108752. * @returns the class name
  108753. */
  108754. getClassName(): string;
  108755. /**
  108756. * Returns the integer 2.
  108757. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108758. */
  108759. getTypeID(): number;
  108760. /**
  108761. * Overrides the direction setter to recompute the projection texture view light Matrix.
  108762. */
  108763. protected _setDirection(value: Vector3): void;
  108764. /**
  108765. * Overrides the position setter to recompute the projection texture view light Matrix.
  108766. */
  108767. protected _setPosition(value: Vector3): void;
  108768. /**
  108769. * 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.
  108770. * Returns the SpotLight.
  108771. */
  108772. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108773. protected _computeProjectionTextureViewLightMatrix(): void;
  108774. protected _computeProjectionTextureProjectionLightMatrix(): void;
  108775. /**
  108776. * Main function for light texture projection matrix computing.
  108777. */
  108778. protected _computeProjectionTextureMatrix(): void;
  108779. protected _buildUniformLayout(): void;
  108780. private _computeAngleValues;
  108781. /**
  108782. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  108783. * @param effect The effect to update
  108784. * @param lightIndex The index of the light in the effect to update
  108785. * @returns The spot light
  108786. */
  108787. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  108788. /**
  108789. * Disposes the light and the associated resources.
  108790. */
  108791. dispose(): void;
  108792. /**
  108793. * Prepares the list of defines specific to the light type.
  108794. * @param defines the list of defines
  108795. * @param lightIndex defines the index of the light for the effect
  108796. */
  108797. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108798. }
  108799. }
  108800. declare module BABYLON {
  108801. /**
  108802. * Gizmo that enables viewing a light
  108803. */
  108804. export class LightGizmo extends Gizmo {
  108805. private _lightMesh;
  108806. private _material;
  108807. private cachedPosition;
  108808. private cachedForward;
  108809. /**
  108810. * Creates a LightGizmo
  108811. * @param gizmoLayer The utility layer the gizmo will be added to
  108812. */
  108813. constructor(gizmoLayer?: UtilityLayerRenderer);
  108814. private _light;
  108815. /**
  108816. * The light that the gizmo is attached to
  108817. */
  108818. light: Nullable<Light>;
  108819. /**
  108820. * @hidden
  108821. * Updates the gizmo to match the attached mesh's position/rotation
  108822. */
  108823. protected _update(): void;
  108824. private static _Scale;
  108825. /**
  108826. * Creates the lines for a light mesh
  108827. */
  108828. private static _createLightLines;
  108829. /**
  108830. * Disposes of the light gizmo
  108831. */
  108832. dispose(): void;
  108833. private static _CreateHemisphericLightMesh;
  108834. private static _CreatePointLightMesh;
  108835. private static _CreateSpotLightMesh;
  108836. private static _CreateDirectionalLightMesh;
  108837. }
  108838. }
  108839. declare module BABYLON {
  108840. /** @hidden */
  108841. export var backgroundFragmentDeclaration: {
  108842. name: string;
  108843. shader: string;
  108844. };
  108845. }
  108846. declare module BABYLON {
  108847. /** @hidden */
  108848. export var backgroundUboDeclaration: {
  108849. name: string;
  108850. shader: string;
  108851. };
  108852. }
  108853. declare module BABYLON {
  108854. /** @hidden */
  108855. export var backgroundPixelShader: {
  108856. name: string;
  108857. shader: string;
  108858. };
  108859. }
  108860. declare module BABYLON {
  108861. /** @hidden */
  108862. export var backgroundVertexDeclaration: {
  108863. name: string;
  108864. shader: string;
  108865. };
  108866. }
  108867. declare module BABYLON {
  108868. /** @hidden */
  108869. export var backgroundVertexShader: {
  108870. name: string;
  108871. shader: string;
  108872. };
  108873. }
  108874. declare module BABYLON {
  108875. /**
  108876. * Background material used to create an efficient environement around your scene.
  108877. */
  108878. export class BackgroundMaterial extends PushMaterial {
  108879. /**
  108880. * Standard reflectance value at parallel view angle.
  108881. */
  108882. static StandardReflectance0: number;
  108883. /**
  108884. * Standard reflectance value at grazing angle.
  108885. */
  108886. static StandardReflectance90: number;
  108887. protected _primaryColor: Color3;
  108888. /**
  108889. * Key light Color (multiply against the environement texture)
  108890. */
  108891. primaryColor: Color3;
  108892. protected __perceptualColor: Nullable<Color3>;
  108893. /**
  108894. * Experimental Internal Use Only.
  108895. *
  108896. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  108897. * This acts as a helper to set the primary color to a more "human friendly" value.
  108898. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  108899. * output color as close as possible from the chosen value.
  108900. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  108901. * part of lighting setup.)
  108902. */
  108903. _perceptualColor: Nullable<Color3>;
  108904. protected _primaryColorShadowLevel: float;
  108905. /**
  108906. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  108907. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  108908. */
  108909. primaryColorShadowLevel: float;
  108910. protected _primaryColorHighlightLevel: float;
  108911. /**
  108912. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  108913. * The primary color is used at the level chosen to define what the white area would look.
  108914. */
  108915. primaryColorHighlightLevel: float;
  108916. protected _reflectionTexture: Nullable<BaseTexture>;
  108917. /**
  108918. * Reflection Texture used in the material.
  108919. * Should be author in a specific way for the best result (refer to the documentation).
  108920. */
  108921. reflectionTexture: Nullable<BaseTexture>;
  108922. protected _reflectionBlur: float;
  108923. /**
  108924. * Reflection Texture level of blur.
  108925. *
  108926. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  108927. * texture twice.
  108928. */
  108929. reflectionBlur: float;
  108930. protected _diffuseTexture: Nullable<BaseTexture>;
  108931. /**
  108932. * Diffuse Texture used in the material.
  108933. * Should be author in a specific way for the best result (refer to the documentation).
  108934. */
  108935. diffuseTexture: Nullable<BaseTexture>;
  108936. protected _shadowLights: Nullable<IShadowLight[]>;
  108937. /**
  108938. * Specify the list of lights casting shadow on the material.
  108939. * All scene shadow lights will be included if null.
  108940. */
  108941. shadowLights: Nullable<IShadowLight[]>;
  108942. protected _shadowLevel: float;
  108943. /**
  108944. * Helps adjusting the shadow to a softer level if required.
  108945. * 0 means black shadows and 1 means no shadows.
  108946. */
  108947. shadowLevel: float;
  108948. protected _sceneCenter: Vector3;
  108949. /**
  108950. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  108951. * It is usually zero but might be interesting to modify according to your setup.
  108952. */
  108953. sceneCenter: Vector3;
  108954. protected _opacityFresnel: boolean;
  108955. /**
  108956. * This helps specifying that the material is falling off to the sky box at grazing angle.
  108957. * This helps ensuring a nice transition when the camera goes under the ground.
  108958. */
  108959. opacityFresnel: boolean;
  108960. protected _reflectionFresnel: boolean;
  108961. /**
  108962. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  108963. * This helps adding a mirror texture on the ground.
  108964. */
  108965. reflectionFresnel: boolean;
  108966. protected _reflectionFalloffDistance: number;
  108967. /**
  108968. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  108969. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  108970. */
  108971. reflectionFalloffDistance: number;
  108972. protected _reflectionAmount: number;
  108973. /**
  108974. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  108975. */
  108976. reflectionAmount: number;
  108977. protected _reflectionReflectance0: number;
  108978. /**
  108979. * This specifies the weight of the reflection at grazing angle.
  108980. */
  108981. reflectionReflectance0: number;
  108982. protected _reflectionReflectance90: number;
  108983. /**
  108984. * This specifies the weight of the reflection at a perpendicular point of view.
  108985. */
  108986. reflectionReflectance90: number;
  108987. /**
  108988. * Sets the reflection reflectance fresnel values according to the default standard
  108989. * empirically know to work well :-)
  108990. */
  108991. reflectionStandardFresnelWeight: number;
  108992. protected _useRGBColor: boolean;
  108993. /**
  108994. * Helps to directly use the maps channels instead of their level.
  108995. */
  108996. useRGBColor: boolean;
  108997. protected _enableNoise: boolean;
  108998. /**
  108999. * This helps reducing the banding effect that could occur on the background.
  109000. */
  109001. enableNoise: boolean;
  109002. /**
  109003. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109004. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  109005. * Recommended to be keep at 1.0 except for special cases.
  109006. */
  109007. fovMultiplier: number;
  109008. private _fovMultiplier;
  109009. /**
  109010. * Enable the FOV adjustment feature controlled by fovMultiplier.
  109011. */
  109012. useEquirectangularFOV: boolean;
  109013. private _maxSimultaneousLights;
  109014. /**
  109015. * Number of Simultaneous lights allowed on the material.
  109016. */
  109017. maxSimultaneousLights: int;
  109018. /**
  109019. * Default configuration related to image processing available in the Background Material.
  109020. */
  109021. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109022. /**
  109023. * Keep track of the image processing observer to allow dispose and replace.
  109024. */
  109025. private _imageProcessingObserver;
  109026. /**
  109027. * Attaches a new image processing configuration to the PBR Material.
  109028. * @param configuration (if null the scene configuration will be use)
  109029. */
  109030. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109031. /**
  109032. * Gets the image processing configuration used either in this material.
  109033. */
  109034. /**
  109035. * Sets the Default image processing configuration used either in the this material.
  109036. *
  109037. * If sets to null, the scene one is in use.
  109038. */
  109039. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  109040. /**
  109041. * Gets wether the color curves effect is enabled.
  109042. */
  109043. /**
  109044. * Sets wether the color curves effect is enabled.
  109045. */
  109046. cameraColorCurvesEnabled: boolean;
  109047. /**
  109048. * Gets wether the color grading effect is enabled.
  109049. */
  109050. /**
  109051. * Gets wether the color grading effect is enabled.
  109052. */
  109053. cameraColorGradingEnabled: boolean;
  109054. /**
  109055. * Gets wether tonemapping is enabled or not.
  109056. */
  109057. /**
  109058. * Sets wether tonemapping is enabled or not
  109059. */
  109060. cameraToneMappingEnabled: boolean;
  109061. /**
  109062. * The camera exposure used on this material.
  109063. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109064. * This corresponds to a photographic exposure.
  109065. */
  109066. /**
  109067. * The camera exposure used on this material.
  109068. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109069. * This corresponds to a photographic exposure.
  109070. */
  109071. cameraExposure: float;
  109072. /**
  109073. * Gets The camera contrast used on this material.
  109074. */
  109075. /**
  109076. * Sets The camera contrast used on this material.
  109077. */
  109078. cameraContrast: float;
  109079. /**
  109080. * Gets the Color Grading 2D Lookup Texture.
  109081. */
  109082. /**
  109083. * Sets the Color Grading 2D Lookup Texture.
  109084. */
  109085. cameraColorGradingTexture: Nullable<BaseTexture>;
  109086. /**
  109087. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109088. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109089. * 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;
  109090. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109091. */
  109092. /**
  109093. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109094. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109095. * 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;
  109096. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109097. */
  109098. cameraColorCurves: Nullable<ColorCurves>;
  109099. /**
  109100. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  109101. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  109102. */
  109103. switchToBGR: boolean;
  109104. private _renderTargets;
  109105. private _reflectionControls;
  109106. private _white;
  109107. private _primaryShadowColor;
  109108. private _primaryHighlightColor;
  109109. /**
  109110. * Instantiates a Background Material in the given scene
  109111. * @param name The friendly name of the material
  109112. * @param scene The scene to add the material to
  109113. */
  109114. constructor(name: string, scene: Scene);
  109115. /**
  109116. * Gets a boolean indicating that current material needs to register RTT
  109117. */
  109118. readonly hasRenderTargetTextures: boolean;
  109119. /**
  109120. * The entire material has been created in order to prevent overdraw.
  109121. * @returns false
  109122. */
  109123. needAlphaTesting(): boolean;
  109124. /**
  109125. * The entire material has been created in order to prevent overdraw.
  109126. * @returns true if blending is enable
  109127. */
  109128. needAlphaBlending(): boolean;
  109129. /**
  109130. * Checks wether the material is ready to be rendered for a given mesh.
  109131. * @param mesh The mesh to render
  109132. * @param subMesh The submesh to check against
  109133. * @param useInstances Specify wether or not the material is used with instances
  109134. * @returns true if all the dependencies are ready (Textures, Effects...)
  109135. */
  109136. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109137. /**
  109138. * Compute the primary color according to the chosen perceptual color.
  109139. */
  109140. private _computePrimaryColorFromPerceptualColor;
  109141. /**
  109142. * Compute the highlights and shadow colors according to their chosen levels.
  109143. */
  109144. private _computePrimaryColors;
  109145. /**
  109146. * Build the uniform buffer used in the material.
  109147. */
  109148. buildUniformLayout(): void;
  109149. /**
  109150. * Unbind the material.
  109151. */
  109152. unbind(): void;
  109153. /**
  109154. * Bind only the world matrix to the material.
  109155. * @param world The world matrix to bind.
  109156. */
  109157. bindOnlyWorldMatrix(world: Matrix): void;
  109158. /**
  109159. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  109160. * @param world The world matrix to bind.
  109161. * @param subMesh The submesh to bind for.
  109162. */
  109163. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109164. /**
  109165. * Dispose the material.
  109166. * @param forceDisposeEffect Force disposal of the associated effect.
  109167. * @param forceDisposeTextures Force disposal of the associated textures.
  109168. */
  109169. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109170. /**
  109171. * Clones the material.
  109172. * @param name The cloned name.
  109173. * @returns The cloned material.
  109174. */
  109175. clone(name: string): BackgroundMaterial;
  109176. /**
  109177. * Serializes the current material to its JSON representation.
  109178. * @returns The JSON representation.
  109179. */
  109180. serialize(): any;
  109181. /**
  109182. * Gets the class name of the material
  109183. * @returns "BackgroundMaterial"
  109184. */
  109185. getClassName(): string;
  109186. /**
  109187. * Parse a JSON input to create back a background material.
  109188. * @param source The JSON data to parse
  109189. * @param scene The scene to create the parsed material in
  109190. * @param rootUrl The root url of the assets the material depends upon
  109191. * @returns the instantiated BackgroundMaterial.
  109192. */
  109193. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  109194. }
  109195. }
  109196. declare module BABYLON {
  109197. /**
  109198. * Represents the different options available during the creation of
  109199. * a Environment helper.
  109200. *
  109201. * This can control the default ground, skybox and image processing setup of your scene.
  109202. */
  109203. export interface IEnvironmentHelperOptions {
  109204. /**
  109205. * Specifies wether or not to create a ground.
  109206. * True by default.
  109207. */
  109208. createGround: boolean;
  109209. /**
  109210. * Specifies the ground size.
  109211. * 15 by default.
  109212. */
  109213. groundSize: number;
  109214. /**
  109215. * The texture used on the ground for the main color.
  109216. * Comes from the BabylonJS CDN by default.
  109217. *
  109218. * Remarks: Can be either a texture or a url.
  109219. */
  109220. groundTexture: string | BaseTexture;
  109221. /**
  109222. * The color mixed in the ground texture by default.
  109223. * BabylonJS clearColor by default.
  109224. */
  109225. groundColor: Color3;
  109226. /**
  109227. * Specifies the ground opacity.
  109228. * 1 by default.
  109229. */
  109230. groundOpacity: number;
  109231. /**
  109232. * Enables the ground to receive shadows.
  109233. * True by default.
  109234. */
  109235. enableGroundShadow: boolean;
  109236. /**
  109237. * Helps preventing the shadow to be fully black on the ground.
  109238. * 0.5 by default.
  109239. */
  109240. groundShadowLevel: number;
  109241. /**
  109242. * Creates a mirror texture attach to the ground.
  109243. * false by default.
  109244. */
  109245. enableGroundMirror: boolean;
  109246. /**
  109247. * Specifies the ground mirror size ratio.
  109248. * 0.3 by default as the default kernel is 64.
  109249. */
  109250. groundMirrorSizeRatio: number;
  109251. /**
  109252. * Specifies the ground mirror blur kernel size.
  109253. * 64 by default.
  109254. */
  109255. groundMirrorBlurKernel: number;
  109256. /**
  109257. * Specifies the ground mirror visibility amount.
  109258. * 1 by default
  109259. */
  109260. groundMirrorAmount: number;
  109261. /**
  109262. * Specifies the ground mirror reflectance weight.
  109263. * This uses the standard weight of the background material to setup the fresnel effect
  109264. * of the mirror.
  109265. * 1 by default.
  109266. */
  109267. groundMirrorFresnelWeight: number;
  109268. /**
  109269. * Specifies the ground mirror Falloff distance.
  109270. * This can helps reducing the size of the reflection.
  109271. * 0 by Default.
  109272. */
  109273. groundMirrorFallOffDistance: number;
  109274. /**
  109275. * Specifies the ground mirror texture type.
  109276. * Unsigned Int by Default.
  109277. */
  109278. groundMirrorTextureType: number;
  109279. /**
  109280. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  109281. * the shown objects.
  109282. */
  109283. groundYBias: number;
  109284. /**
  109285. * Specifies wether or not to create a skybox.
  109286. * True by default.
  109287. */
  109288. createSkybox: boolean;
  109289. /**
  109290. * Specifies the skybox size.
  109291. * 20 by default.
  109292. */
  109293. skyboxSize: number;
  109294. /**
  109295. * The texture used on the skybox for the main color.
  109296. * Comes from the BabylonJS CDN by default.
  109297. *
  109298. * Remarks: Can be either a texture or a url.
  109299. */
  109300. skyboxTexture: string | BaseTexture;
  109301. /**
  109302. * The color mixed in the skybox texture by default.
  109303. * BabylonJS clearColor by default.
  109304. */
  109305. skyboxColor: Color3;
  109306. /**
  109307. * The background rotation around the Y axis of the scene.
  109308. * This helps aligning the key lights of your scene with the background.
  109309. * 0 by default.
  109310. */
  109311. backgroundYRotation: number;
  109312. /**
  109313. * Compute automatically the size of the elements to best fit with the scene.
  109314. */
  109315. sizeAuto: boolean;
  109316. /**
  109317. * Default position of the rootMesh if autoSize is not true.
  109318. */
  109319. rootPosition: Vector3;
  109320. /**
  109321. * Sets up the image processing in the scene.
  109322. * true by default.
  109323. */
  109324. setupImageProcessing: boolean;
  109325. /**
  109326. * The texture used as your environment texture in the scene.
  109327. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  109328. *
  109329. * Remarks: Can be either a texture or a url.
  109330. */
  109331. environmentTexture: string | BaseTexture;
  109332. /**
  109333. * The value of the exposure to apply to the scene.
  109334. * 0.6 by default if setupImageProcessing is true.
  109335. */
  109336. cameraExposure: number;
  109337. /**
  109338. * The value of the contrast to apply to the scene.
  109339. * 1.6 by default if setupImageProcessing is true.
  109340. */
  109341. cameraContrast: number;
  109342. /**
  109343. * Specifies wether or not tonemapping should be enabled in the scene.
  109344. * true by default if setupImageProcessing is true.
  109345. */
  109346. toneMappingEnabled: boolean;
  109347. }
  109348. /**
  109349. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  109350. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  109351. * It also helps with the default setup of your imageProcessing configuration.
  109352. */
  109353. export class EnvironmentHelper {
  109354. /**
  109355. * Default ground texture URL.
  109356. */
  109357. private static _groundTextureCDNUrl;
  109358. /**
  109359. * Default skybox texture URL.
  109360. */
  109361. private static _skyboxTextureCDNUrl;
  109362. /**
  109363. * Default environment texture URL.
  109364. */
  109365. private static _environmentTextureCDNUrl;
  109366. /**
  109367. * Creates the default options for the helper.
  109368. */
  109369. private static _getDefaultOptions;
  109370. private _rootMesh;
  109371. /**
  109372. * Gets the root mesh created by the helper.
  109373. */
  109374. readonly rootMesh: Mesh;
  109375. private _skybox;
  109376. /**
  109377. * Gets the skybox created by the helper.
  109378. */
  109379. readonly skybox: Nullable<Mesh>;
  109380. private _skyboxTexture;
  109381. /**
  109382. * Gets the skybox texture created by the helper.
  109383. */
  109384. readonly skyboxTexture: Nullable<BaseTexture>;
  109385. private _skyboxMaterial;
  109386. /**
  109387. * Gets the skybox material created by the helper.
  109388. */
  109389. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  109390. private _ground;
  109391. /**
  109392. * Gets the ground mesh created by the helper.
  109393. */
  109394. readonly ground: Nullable<Mesh>;
  109395. private _groundTexture;
  109396. /**
  109397. * Gets the ground texture created by the helper.
  109398. */
  109399. readonly groundTexture: Nullable<BaseTexture>;
  109400. private _groundMirror;
  109401. /**
  109402. * Gets the ground mirror created by the helper.
  109403. */
  109404. readonly groundMirror: Nullable<MirrorTexture>;
  109405. /**
  109406. * Gets the ground mirror render list to helps pushing the meshes
  109407. * you wish in the ground reflection.
  109408. */
  109409. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  109410. private _groundMaterial;
  109411. /**
  109412. * Gets the ground material created by the helper.
  109413. */
  109414. readonly groundMaterial: Nullable<BackgroundMaterial>;
  109415. /**
  109416. * Stores the creation options.
  109417. */
  109418. private readonly _scene;
  109419. private _options;
  109420. /**
  109421. * This observable will be notified with any error during the creation of the environment,
  109422. * mainly texture creation errors.
  109423. */
  109424. onErrorObservable: Observable<{
  109425. message?: string;
  109426. exception?: any;
  109427. }>;
  109428. /**
  109429. * constructor
  109430. * @param options Defines the options we want to customize the helper
  109431. * @param scene The scene to add the material to
  109432. */
  109433. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  109434. /**
  109435. * Updates the background according to the new options
  109436. * @param options
  109437. */
  109438. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  109439. /**
  109440. * Sets the primary color of all the available elements.
  109441. * @param color the main color to affect to the ground and the background
  109442. */
  109443. setMainColor(color: Color3): void;
  109444. /**
  109445. * Setup the image processing according to the specified options.
  109446. */
  109447. private _setupImageProcessing;
  109448. /**
  109449. * Setup the environment texture according to the specified options.
  109450. */
  109451. private _setupEnvironmentTexture;
  109452. /**
  109453. * Setup the background according to the specified options.
  109454. */
  109455. private _setupBackground;
  109456. /**
  109457. * Get the scene sizes according to the setup.
  109458. */
  109459. private _getSceneSize;
  109460. /**
  109461. * Setup the ground according to the specified options.
  109462. */
  109463. private _setupGround;
  109464. /**
  109465. * Setup the ground material according to the specified options.
  109466. */
  109467. private _setupGroundMaterial;
  109468. /**
  109469. * Setup the ground diffuse texture according to the specified options.
  109470. */
  109471. private _setupGroundDiffuseTexture;
  109472. /**
  109473. * Setup the ground mirror texture according to the specified options.
  109474. */
  109475. private _setupGroundMirrorTexture;
  109476. /**
  109477. * Setup the ground to receive the mirror texture.
  109478. */
  109479. private _setupMirrorInGroundMaterial;
  109480. /**
  109481. * Setup the skybox according to the specified options.
  109482. */
  109483. private _setupSkybox;
  109484. /**
  109485. * Setup the skybox material according to the specified options.
  109486. */
  109487. private _setupSkyboxMaterial;
  109488. /**
  109489. * Setup the skybox reflection texture according to the specified options.
  109490. */
  109491. private _setupSkyboxReflectionTexture;
  109492. private _errorHandler;
  109493. /**
  109494. * Dispose all the elements created by the Helper.
  109495. */
  109496. dispose(): void;
  109497. }
  109498. }
  109499. declare module BABYLON {
  109500. /**
  109501. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  109502. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  109503. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  109504. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  109505. */
  109506. export class PhotoDome extends TransformNode {
  109507. /**
  109508. * Define the image as a Monoscopic panoramic 360 image.
  109509. */
  109510. static readonly MODE_MONOSCOPIC: number;
  109511. /**
  109512. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109513. */
  109514. static readonly MODE_TOPBOTTOM: number;
  109515. /**
  109516. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109517. */
  109518. static readonly MODE_SIDEBYSIDE: number;
  109519. private _useDirectMapping;
  109520. /**
  109521. * The texture being displayed on the sphere
  109522. */
  109523. protected _photoTexture: Texture;
  109524. /**
  109525. * Gets or sets the texture being displayed on the sphere
  109526. */
  109527. photoTexture: Texture;
  109528. /**
  109529. * Observable raised when an error occured while loading the 360 image
  109530. */
  109531. onLoadErrorObservable: Observable<string>;
  109532. /**
  109533. * The skybox material
  109534. */
  109535. protected _material: BackgroundMaterial;
  109536. /**
  109537. * The surface used for the skybox
  109538. */
  109539. protected _mesh: Mesh;
  109540. /**
  109541. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109542. * Also see the options.resolution property.
  109543. */
  109544. fovMultiplier: number;
  109545. private _imageMode;
  109546. /**
  109547. * Gets or set the current video mode for the video. It can be:
  109548. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  109549. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109550. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109551. */
  109552. imageMode: number;
  109553. /**
  109554. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  109555. * @param name Element's name, child elements will append suffixes for their own names.
  109556. * @param urlsOfPhoto defines the url of the photo to display
  109557. * @param options defines an object containing optional or exposed sub element properties
  109558. * @param onError defines a callback called when an error occured while loading the texture
  109559. */
  109560. constructor(name: string, urlOfPhoto: string, options: {
  109561. resolution?: number;
  109562. size?: number;
  109563. useDirectMapping?: boolean;
  109564. faceForward?: boolean;
  109565. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  109566. private _onBeforeCameraRenderObserver;
  109567. private _changeImageMode;
  109568. /**
  109569. * Releases resources associated with this node.
  109570. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  109571. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  109572. */
  109573. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  109574. }
  109575. }
  109576. declare module BABYLON {
  109577. /** @hidden */
  109578. export var rgbdDecodePixelShader: {
  109579. name: string;
  109580. shader: string;
  109581. };
  109582. }
  109583. declare module BABYLON {
  109584. /**
  109585. * Class used to host texture specific utilities
  109586. */
  109587. export class BRDFTextureTools {
  109588. /**
  109589. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  109590. * @param texture the texture to expand.
  109591. */
  109592. private static _ExpandDefaultBRDFTexture;
  109593. /**
  109594. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  109595. * @param scene defines the hosting scene
  109596. * @returns the environment BRDF texture
  109597. */
  109598. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  109599. private static _environmentBRDFBase64Texture;
  109600. }
  109601. }
  109602. declare module BABYLON {
  109603. /**
  109604. * @hidden
  109605. */
  109606. export interface IMaterialClearCoatDefines {
  109607. CLEARCOAT: boolean;
  109608. CLEARCOAT_DEFAULTIOR: boolean;
  109609. CLEARCOAT_TEXTURE: boolean;
  109610. CLEARCOAT_TEXTUREDIRECTUV: number;
  109611. CLEARCOAT_BUMP: boolean;
  109612. CLEARCOAT_BUMPDIRECTUV: number;
  109613. CLEARCOAT_TINT: boolean;
  109614. CLEARCOAT_TINT_TEXTURE: boolean;
  109615. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109616. /** @hidden */
  109617. _areTexturesDirty: boolean;
  109618. }
  109619. /**
  109620. * Define the code related to the clear coat parameters of the pbr material.
  109621. */
  109622. export class PBRClearCoatConfiguration {
  109623. /**
  109624. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109625. * The default fits with a polyurethane material.
  109626. */
  109627. private static readonly _DefaultIndexOfRefraction;
  109628. private _isEnabled;
  109629. /**
  109630. * Defines if the clear coat is enabled in the material.
  109631. */
  109632. isEnabled: boolean;
  109633. /**
  109634. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  109635. */
  109636. intensity: number;
  109637. /**
  109638. * Defines the clear coat layer roughness.
  109639. */
  109640. roughness: number;
  109641. private _indexOfRefraction;
  109642. /**
  109643. * Defines the index of refraction of the clear coat.
  109644. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109645. * The default fits with a polyurethane material.
  109646. * Changing the default value is more performance intensive.
  109647. */
  109648. indexOfRefraction: number;
  109649. private _texture;
  109650. /**
  109651. * Stores the clear coat values in a texture.
  109652. */
  109653. texture: Nullable<BaseTexture>;
  109654. private _bumpTexture;
  109655. /**
  109656. * Define the clear coat specific bump texture.
  109657. */
  109658. bumpTexture: Nullable<BaseTexture>;
  109659. private _isTintEnabled;
  109660. /**
  109661. * Defines if the clear coat tint is enabled in the material.
  109662. */
  109663. isTintEnabled: boolean;
  109664. /**
  109665. * Defines the clear coat tint of the material.
  109666. * This is only use if tint is enabled
  109667. */
  109668. tintColor: Color3;
  109669. /**
  109670. * Defines the distance at which the tint color should be found in the
  109671. * clear coat media.
  109672. * This is only use if tint is enabled
  109673. */
  109674. tintColorAtDistance: number;
  109675. /**
  109676. * Defines the clear coat layer thickness.
  109677. * This is only use if tint is enabled
  109678. */
  109679. tintThickness: number;
  109680. private _tintTexture;
  109681. /**
  109682. * Stores the clear tint values in a texture.
  109683. * rgb is tint
  109684. * a is a thickness factor
  109685. */
  109686. tintTexture: Nullable<BaseTexture>;
  109687. /** @hidden */
  109688. private _internalMarkAllSubMeshesAsTexturesDirty;
  109689. /** @hidden */
  109690. _markAllSubMeshesAsTexturesDirty(): void;
  109691. /**
  109692. * Instantiate a new istance of clear coat configuration.
  109693. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109694. */
  109695. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109696. /**
  109697. * Gets wehter the submesh is ready to be used or not.
  109698. * @param defines the list of "defines" to update.
  109699. * @param scene defines the scene the material belongs to.
  109700. * @param engine defines the engine the material belongs to.
  109701. * @param disableBumpMap defines wether the material disables bump or not.
  109702. * @returns - boolean indicating that the submesh is ready or not.
  109703. */
  109704. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  109705. /**
  109706. * Checks to see if a texture is used in the material.
  109707. * @param defines the list of "defines" to update.
  109708. * @param scene defines the scene to the material belongs to.
  109709. */
  109710. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  109711. /**
  109712. * Binds the material data.
  109713. * @param uniformBuffer defines the Uniform buffer to fill in.
  109714. * @param scene defines the scene the material belongs to.
  109715. * @param engine defines the engine the material belongs to.
  109716. * @param disableBumpMap defines wether the material disables bump or not.
  109717. * @param isFrozen defines wether the material is frozen or not.
  109718. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  109719. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  109720. */
  109721. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  109722. /**
  109723. * Checks to see if a texture is used in the material.
  109724. * @param texture - Base texture to use.
  109725. * @returns - Boolean specifying if a texture is used in the material.
  109726. */
  109727. hasTexture(texture: BaseTexture): boolean;
  109728. /**
  109729. * Returns an array of the actively used textures.
  109730. * @param activeTextures Array of BaseTextures
  109731. */
  109732. getActiveTextures(activeTextures: BaseTexture[]): void;
  109733. /**
  109734. * Returns the animatable textures.
  109735. * @param animatables Array of animatable textures.
  109736. */
  109737. getAnimatables(animatables: IAnimatable[]): void;
  109738. /**
  109739. * Disposes the resources of the material.
  109740. * @param forceDisposeTextures - Forces the disposal of all textures.
  109741. */
  109742. dispose(forceDisposeTextures?: boolean): void;
  109743. /**
  109744. * Get the current class name of the texture useful for serialization or dynamic coding.
  109745. * @returns "PBRClearCoatConfiguration"
  109746. */
  109747. getClassName(): string;
  109748. /**
  109749. * Add fallbacks to the effect fallbacks list.
  109750. * @param defines defines the Base texture to use.
  109751. * @param fallbacks defines the current fallback list.
  109752. * @param currentRank defines the current fallback rank.
  109753. * @returns the new fallback rank.
  109754. */
  109755. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109756. /**
  109757. * Add the required uniforms to the current list.
  109758. * @param uniforms defines the current uniform list.
  109759. */
  109760. static AddUniforms(uniforms: string[]): void;
  109761. /**
  109762. * Add the required samplers to the current list.
  109763. * @param samplers defines the current sampler list.
  109764. */
  109765. static AddSamplers(samplers: string[]): void;
  109766. /**
  109767. * Add the required uniforms to the current buffer.
  109768. * @param uniformBuffer defines the current uniform buffer.
  109769. */
  109770. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109771. /**
  109772. * Makes a duplicate of the current configuration into another one.
  109773. * @param clearCoatConfiguration define the config where to copy the info
  109774. */
  109775. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  109776. /**
  109777. * Serializes this clear coat configuration.
  109778. * @returns - An object with the serialized config.
  109779. */
  109780. serialize(): any;
  109781. /**
  109782. * Parses a anisotropy Configuration from a serialized object.
  109783. * @param source - Serialized object.
  109784. * @param scene Defines the scene we are parsing for
  109785. * @param rootUrl Defines the rootUrl to load from
  109786. */
  109787. parse(source: any, scene: Scene, rootUrl: string): void;
  109788. }
  109789. }
  109790. declare module BABYLON {
  109791. /**
  109792. * @hidden
  109793. */
  109794. export interface IMaterialAnisotropicDefines {
  109795. ANISOTROPIC: boolean;
  109796. ANISOTROPIC_TEXTURE: boolean;
  109797. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109798. MAINUV1: boolean;
  109799. _areTexturesDirty: boolean;
  109800. _needUVs: boolean;
  109801. }
  109802. /**
  109803. * Define the code related to the anisotropic parameters of the pbr material.
  109804. */
  109805. export class PBRAnisotropicConfiguration {
  109806. private _isEnabled;
  109807. /**
  109808. * Defines if the anisotropy is enabled in the material.
  109809. */
  109810. isEnabled: boolean;
  109811. /**
  109812. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  109813. */
  109814. intensity: number;
  109815. /**
  109816. * Defines if the effect is along the tangents, bitangents or in between.
  109817. * By default, the effect is "strectching" the highlights along the tangents.
  109818. */
  109819. direction: Vector2;
  109820. private _texture;
  109821. /**
  109822. * Stores the anisotropy values in a texture.
  109823. * rg is direction (like normal from -1 to 1)
  109824. * b is a intensity
  109825. */
  109826. texture: Nullable<BaseTexture>;
  109827. /** @hidden */
  109828. private _internalMarkAllSubMeshesAsTexturesDirty;
  109829. /** @hidden */
  109830. _markAllSubMeshesAsTexturesDirty(): void;
  109831. /**
  109832. * Instantiate a new istance of anisotropy configuration.
  109833. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109834. */
  109835. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109836. /**
  109837. * Specifies that the submesh is ready to be used.
  109838. * @param defines the list of "defines" to update.
  109839. * @param scene defines the scene the material belongs to.
  109840. * @returns - boolean indicating that the submesh is ready or not.
  109841. */
  109842. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  109843. /**
  109844. * Checks to see if a texture is used in the material.
  109845. * @param defines the list of "defines" to update.
  109846. * @param mesh the mesh we are preparing the defines for.
  109847. * @param scene defines the scene the material belongs to.
  109848. */
  109849. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  109850. /**
  109851. * Binds the material data.
  109852. * @param uniformBuffer defines the Uniform buffer to fill in.
  109853. * @param scene defines the scene the material belongs to.
  109854. * @param isFrozen defines wether the material is frozen or not.
  109855. */
  109856. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109857. /**
  109858. * Checks to see if a texture is used in the material.
  109859. * @param texture - Base texture to use.
  109860. * @returns - Boolean specifying if a texture is used in the material.
  109861. */
  109862. hasTexture(texture: BaseTexture): boolean;
  109863. /**
  109864. * Returns an array of the actively used textures.
  109865. * @param activeTextures Array of BaseTextures
  109866. */
  109867. getActiveTextures(activeTextures: BaseTexture[]): void;
  109868. /**
  109869. * Returns the animatable textures.
  109870. * @param animatables Array of animatable textures.
  109871. */
  109872. getAnimatables(animatables: IAnimatable[]): void;
  109873. /**
  109874. * Disposes the resources of the material.
  109875. * @param forceDisposeTextures - Forces the disposal of all textures.
  109876. */
  109877. dispose(forceDisposeTextures?: boolean): void;
  109878. /**
  109879. * Get the current class name of the texture useful for serialization or dynamic coding.
  109880. * @returns "PBRAnisotropicConfiguration"
  109881. */
  109882. getClassName(): string;
  109883. /**
  109884. * Add fallbacks to the effect fallbacks list.
  109885. * @param defines defines the Base texture to use.
  109886. * @param fallbacks defines the current fallback list.
  109887. * @param currentRank defines the current fallback rank.
  109888. * @returns the new fallback rank.
  109889. */
  109890. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109891. /**
  109892. * Add the required uniforms to the current list.
  109893. * @param uniforms defines the current uniform list.
  109894. */
  109895. static AddUniforms(uniforms: string[]): void;
  109896. /**
  109897. * Add the required uniforms to the current buffer.
  109898. * @param uniformBuffer defines the current uniform buffer.
  109899. */
  109900. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109901. /**
  109902. * Add the required samplers to the current list.
  109903. * @param samplers defines the current sampler list.
  109904. */
  109905. static AddSamplers(samplers: string[]): void;
  109906. /**
  109907. * Makes a duplicate of the current configuration into another one.
  109908. * @param anisotropicConfiguration define the config where to copy the info
  109909. */
  109910. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  109911. /**
  109912. * Serializes this anisotropy configuration.
  109913. * @returns - An object with the serialized config.
  109914. */
  109915. serialize(): any;
  109916. /**
  109917. * Parses a anisotropy Configuration from a serialized object.
  109918. * @param source - Serialized object.
  109919. * @param scene Defines the scene we are parsing for
  109920. * @param rootUrl Defines the rootUrl to load from
  109921. */
  109922. parse(source: any, scene: Scene, rootUrl: string): void;
  109923. }
  109924. }
  109925. declare module BABYLON {
  109926. /**
  109927. * @hidden
  109928. */
  109929. export interface IMaterialBRDFDefines {
  109930. BRDF_V_HEIGHT_CORRELATED: boolean;
  109931. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109932. SPHERICAL_HARMONICS: boolean;
  109933. /** @hidden */
  109934. _areMiscDirty: boolean;
  109935. }
  109936. /**
  109937. * Define the code related to the BRDF parameters of the pbr material.
  109938. */
  109939. export class PBRBRDFConfiguration {
  109940. /**
  109941. * Default value used for the energy conservation.
  109942. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109943. */
  109944. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  109945. /**
  109946. * Default value used for the Smith Visibility Height Correlated mode.
  109947. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109948. */
  109949. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  109950. /**
  109951. * Default value used for the IBL diffuse part.
  109952. * This can help switching back to the polynomials mode globally which is a tiny bit
  109953. * less GPU intensive at the drawback of a lower quality.
  109954. */
  109955. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  109956. private _useEnergyConservation;
  109957. /**
  109958. * Defines if the material uses energy conservation.
  109959. */
  109960. useEnergyConservation: boolean;
  109961. private _useSmithVisibilityHeightCorrelated;
  109962. /**
  109963. * LEGACY Mode set to false
  109964. * Defines if the material uses height smith correlated visibility term.
  109965. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  109966. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  109967. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  109968. * Not relying on height correlated will also disable energy conservation.
  109969. */
  109970. useSmithVisibilityHeightCorrelated: boolean;
  109971. private _useSphericalHarmonics;
  109972. /**
  109973. * LEGACY Mode set to false
  109974. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  109975. * diffuse part of the IBL.
  109976. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  109977. * to the ground truth.
  109978. */
  109979. useSphericalHarmonics: boolean;
  109980. /** @hidden */
  109981. private _internalMarkAllSubMeshesAsMiscDirty;
  109982. /** @hidden */
  109983. _markAllSubMeshesAsMiscDirty(): void;
  109984. /**
  109985. * Instantiate a new istance of clear coat configuration.
  109986. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  109987. */
  109988. constructor(markAllSubMeshesAsMiscDirty: () => void);
  109989. /**
  109990. * Checks to see if a texture is used in the material.
  109991. * @param defines the list of "defines" to update.
  109992. */
  109993. prepareDefines(defines: IMaterialBRDFDefines): void;
  109994. /**
  109995. * Get the current class name of the texture useful for serialization or dynamic coding.
  109996. * @returns "PBRClearCoatConfiguration"
  109997. */
  109998. getClassName(): string;
  109999. /**
  110000. * Makes a duplicate of the current configuration into another one.
  110001. * @param brdfConfiguration define the config where to copy the info
  110002. */
  110003. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  110004. /**
  110005. * Serializes this BRDF configuration.
  110006. * @returns - An object with the serialized config.
  110007. */
  110008. serialize(): any;
  110009. /**
  110010. * Parses a anisotropy Configuration from a serialized object.
  110011. * @param source - Serialized object.
  110012. * @param scene Defines the scene we are parsing for
  110013. * @param rootUrl Defines the rootUrl to load from
  110014. */
  110015. parse(source: any, scene: Scene, rootUrl: string): void;
  110016. }
  110017. }
  110018. declare module BABYLON {
  110019. /**
  110020. * @hidden
  110021. */
  110022. export interface IMaterialSheenDefines {
  110023. SHEEN: boolean;
  110024. SHEEN_TEXTURE: boolean;
  110025. SHEEN_TEXTUREDIRECTUV: number;
  110026. SHEEN_LINKWITHALBEDO: boolean;
  110027. /** @hidden */
  110028. _areTexturesDirty: boolean;
  110029. }
  110030. /**
  110031. * Define the code related to the Sheen parameters of the pbr material.
  110032. */
  110033. export class PBRSheenConfiguration {
  110034. private _isEnabled;
  110035. /**
  110036. * Defines if the material uses sheen.
  110037. */
  110038. isEnabled: boolean;
  110039. private _linkSheenWithAlbedo;
  110040. /**
  110041. * Defines if the sheen is linked to the sheen color.
  110042. */
  110043. linkSheenWithAlbedo: boolean;
  110044. /**
  110045. * Defines the sheen intensity.
  110046. */
  110047. intensity: number;
  110048. /**
  110049. * Defines the sheen color.
  110050. */
  110051. color: Color3;
  110052. private _texture;
  110053. /**
  110054. * Stores the sheen tint values in a texture.
  110055. * rgb is tint
  110056. * a is a intensity
  110057. */
  110058. texture: Nullable<BaseTexture>;
  110059. /** @hidden */
  110060. private _internalMarkAllSubMeshesAsTexturesDirty;
  110061. /** @hidden */
  110062. _markAllSubMeshesAsTexturesDirty(): void;
  110063. /**
  110064. * Instantiate a new istance of clear coat configuration.
  110065. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110066. */
  110067. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110068. /**
  110069. * Specifies that the submesh is ready to be used.
  110070. * @param defines the list of "defines" to update.
  110071. * @param scene defines the scene the material belongs to.
  110072. * @returns - boolean indicating that the submesh is ready or not.
  110073. */
  110074. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  110075. /**
  110076. * Checks to see if a texture is used in the material.
  110077. * @param defines the list of "defines" to update.
  110078. * @param scene defines the scene the material belongs to.
  110079. */
  110080. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  110081. /**
  110082. * Binds the material data.
  110083. * @param uniformBuffer defines the Uniform buffer to fill in.
  110084. * @param scene defines the scene the material belongs to.
  110085. * @param isFrozen defines wether the material is frozen or not.
  110086. */
  110087. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110088. /**
  110089. * Checks to see if a texture is used in the material.
  110090. * @param texture - Base texture to use.
  110091. * @returns - Boolean specifying if a texture is used in the material.
  110092. */
  110093. hasTexture(texture: BaseTexture): boolean;
  110094. /**
  110095. * Returns an array of the actively used textures.
  110096. * @param activeTextures Array of BaseTextures
  110097. */
  110098. getActiveTextures(activeTextures: BaseTexture[]): void;
  110099. /**
  110100. * Returns the animatable textures.
  110101. * @param animatables Array of animatable textures.
  110102. */
  110103. getAnimatables(animatables: IAnimatable[]): void;
  110104. /**
  110105. * Disposes the resources of the material.
  110106. * @param forceDisposeTextures - Forces the disposal of all textures.
  110107. */
  110108. dispose(forceDisposeTextures?: boolean): void;
  110109. /**
  110110. * Get the current class name of the texture useful for serialization or dynamic coding.
  110111. * @returns "PBRSheenConfiguration"
  110112. */
  110113. getClassName(): string;
  110114. /**
  110115. * Add fallbacks to the effect fallbacks list.
  110116. * @param defines defines the Base texture to use.
  110117. * @param fallbacks defines the current fallback list.
  110118. * @param currentRank defines the current fallback rank.
  110119. * @returns the new fallback rank.
  110120. */
  110121. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110122. /**
  110123. * Add the required uniforms to the current list.
  110124. * @param uniforms defines the current uniform list.
  110125. */
  110126. static AddUniforms(uniforms: string[]): void;
  110127. /**
  110128. * Add the required uniforms to the current buffer.
  110129. * @param uniformBuffer defines the current uniform buffer.
  110130. */
  110131. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110132. /**
  110133. * Add the required samplers to the current list.
  110134. * @param samplers defines the current sampler list.
  110135. */
  110136. static AddSamplers(samplers: string[]): void;
  110137. /**
  110138. * Makes a duplicate of the current configuration into another one.
  110139. * @param sheenConfiguration define the config where to copy the info
  110140. */
  110141. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  110142. /**
  110143. * Serializes this BRDF configuration.
  110144. * @returns - An object with the serialized config.
  110145. */
  110146. serialize(): any;
  110147. /**
  110148. * Parses a anisotropy Configuration from a serialized object.
  110149. * @param source - Serialized object.
  110150. * @param scene Defines the scene we are parsing for
  110151. * @param rootUrl Defines the rootUrl to load from
  110152. */
  110153. parse(source: any, scene: Scene, rootUrl: string): void;
  110154. }
  110155. }
  110156. declare module BABYLON {
  110157. /**
  110158. * @hidden
  110159. */
  110160. export interface IMaterialSubSurfaceDefines {
  110161. SUBSURFACE: boolean;
  110162. SS_REFRACTION: boolean;
  110163. SS_TRANSLUCENCY: boolean;
  110164. SS_SCATERRING: boolean;
  110165. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110166. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110167. SS_REFRACTIONMAP_3D: boolean;
  110168. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110169. SS_LODINREFRACTIONALPHA: boolean;
  110170. SS_GAMMAREFRACTION: boolean;
  110171. SS_RGBDREFRACTION: boolean;
  110172. SS_LINEARSPECULARREFRACTION: boolean;
  110173. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110174. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110175. /** @hidden */
  110176. _areTexturesDirty: boolean;
  110177. }
  110178. /**
  110179. * Define the code related to the sub surface parameters of the pbr material.
  110180. */
  110181. export class PBRSubSurfaceConfiguration {
  110182. private _isRefractionEnabled;
  110183. /**
  110184. * Defines if the refraction is enabled in the material.
  110185. */
  110186. isRefractionEnabled: boolean;
  110187. private _isTranslucencyEnabled;
  110188. /**
  110189. * Defines if the translucency is enabled in the material.
  110190. */
  110191. isTranslucencyEnabled: boolean;
  110192. private _isScatteringEnabled;
  110193. /**
  110194. * Defines the refraction intensity of the material.
  110195. * The refraction when enabled replaces the Diffuse part of the material.
  110196. * The intensity helps transitionning between diffuse and refraction.
  110197. */
  110198. refractionIntensity: number;
  110199. /**
  110200. * Defines the translucency intensity of the material.
  110201. * When translucency has been enabled, this defines how much of the "translucency"
  110202. * is addded to the diffuse part of the material.
  110203. */
  110204. translucencyIntensity: number;
  110205. /**
  110206. * Defines the scattering intensity of the material.
  110207. * When scattering has been enabled, this defines how much of the "scattered light"
  110208. * is addded to the diffuse part of the material.
  110209. */
  110210. scatteringIntensity: number;
  110211. private _thicknessTexture;
  110212. /**
  110213. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  110214. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  110215. * 0 would mean minimumThickness
  110216. * 1 would mean maximumThickness
  110217. * The other channels might be use as a mask to vary the different effects intensity.
  110218. */
  110219. thicknessTexture: Nullable<BaseTexture>;
  110220. private _refractionTexture;
  110221. /**
  110222. * Defines the texture to use for refraction.
  110223. */
  110224. refractionTexture: Nullable<BaseTexture>;
  110225. private _indexOfRefraction;
  110226. /**
  110227. * Defines the index of refraction used in the material.
  110228. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  110229. */
  110230. indexOfRefraction: number;
  110231. private _invertRefractionY;
  110232. /**
  110233. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110234. */
  110235. invertRefractionY: boolean;
  110236. private _linkRefractionWithTransparency;
  110237. /**
  110238. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110239. * Materials half opaque for instance using refraction could benefit from this control.
  110240. */
  110241. linkRefractionWithTransparency: boolean;
  110242. /**
  110243. * Defines the minimum thickness stored in the thickness map.
  110244. * If no thickness map is defined, this value will be used to simulate thickness.
  110245. */
  110246. minimumThickness: number;
  110247. /**
  110248. * Defines the maximum thickness stored in the thickness map.
  110249. */
  110250. maximumThickness: number;
  110251. /**
  110252. * Defines the volume tint of the material.
  110253. * This is used for both translucency and scattering.
  110254. */
  110255. tintColor: Color3;
  110256. /**
  110257. * Defines the distance at which the tint color should be found in the media.
  110258. * This is used for refraction only.
  110259. */
  110260. tintColorAtDistance: number;
  110261. /**
  110262. * Defines how far each channel transmit through the media.
  110263. * It is defined as a color to simplify it selection.
  110264. */
  110265. diffusionDistance: Color3;
  110266. private _useMaskFromThicknessTexture;
  110267. /**
  110268. * Stores the intensity of the different subsurface effects in the thickness texture.
  110269. * * the green channel is the translucency intensity.
  110270. * * the blue channel is the scattering intensity.
  110271. * * the alpha channel is the refraction intensity.
  110272. */
  110273. useMaskFromThicknessTexture: boolean;
  110274. /** @hidden */
  110275. private _internalMarkAllSubMeshesAsTexturesDirty;
  110276. /** @hidden */
  110277. _markAllSubMeshesAsTexturesDirty(): void;
  110278. /**
  110279. * Instantiate a new istance of sub surface configuration.
  110280. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110281. */
  110282. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110283. /**
  110284. * Gets wehter the submesh is ready to be used or not.
  110285. * @param defines the list of "defines" to update.
  110286. * @param scene defines the scene the material belongs to.
  110287. * @returns - boolean indicating that the submesh is ready or not.
  110288. */
  110289. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  110290. /**
  110291. * Checks to see if a texture is used in the material.
  110292. * @param defines the list of "defines" to update.
  110293. * @param scene defines the scene to the material belongs to.
  110294. */
  110295. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  110296. /**
  110297. * Binds the material data.
  110298. * @param uniformBuffer defines the Uniform buffer to fill in.
  110299. * @param scene defines the scene the material belongs to.
  110300. * @param engine defines the engine the material belongs to.
  110301. * @param isFrozen defines wether the material is frozen or not.
  110302. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  110303. */
  110304. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  110305. /**
  110306. * Unbinds the material from the mesh.
  110307. * @param activeEffect defines the effect that should be unbound from.
  110308. * @returns true if unbound, otherwise false
  110309. */
  110310. unbind(activeEffect: Effect): boolean;
  110311. /**
  110312. * Returns the texture used for refraction or null if none is used.
  110313. * @param scene defines the scene the material belongs to.
  110314. * @returns - Refraction texture if present. If no refraction texture and refraction
  110315. * is linked with transparency, returns environment texture. Otherwise, returns null.
  110316. */
  110317. private _getRefractionTexture;
  110318. /**
  110319. * Returns true if alpha blending should be disabled.
  110320. */
  110321. readonly disableAlphaBlending: boolean;
  110322. /**
  110323. * Fills the list of render target textures.
  110324. * @param renderTargets the list of render targets to update
  110325. */
  110326. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  110327. /**
  110328. * Checks to see if a texture is used in the material.
  110329. * @param texture - Base texture to use.
  110330. * @returns - Boolean specifying if a texture is used in the material.
  110331. */
  110332. hasTexture(texture: BaseTexture): boolean;
  110333. /**
  110334. * Gets a boolean indicating that current material needs to register RTT
  110335. * @returns true if this uses a render target otherwise false.
  110336. */
  110337. hasRenderTargetTextures(): boolean;
  110338. /**
  110339. * Returns an array of the actively used textures.
  110340. * @param activeTextures Array of BaseTextures
  110341. */
  110342. getActiveTextures(activeTextures: BaseTexture[]): void;
  110343. /**
  110344. * Returns the animatable textures.
  110345. * @param animatables Array of animatable textures.
  110346. */
  110347. getAnimatables(animatables: IAnimatable[]): void;
  110348. /**
  110349. * Disposes the resources of the material.
  110350. * @param forceDisposeTextures - Forces the disposal of all textures.
  110351. */
  110352. dispose(forceDisposeTextures?: boolean): void;
  110353. /**
  110354. * Get the current class name of the texture useful for serialization or dynamic coding.
  110355. * @returns "PBRSubSurfaceConfiguration"
  110356. */
  110357. getClassName(): string;
  110358. /**
  110359. * Add fallbacks to the effect fallbacks list.
  110360. * @param defines defines the Base texture to use.
  110361. * @param fallbacks defines the current fallback list.
  110362. * @param currentRank defines the current fallback rank.
  110363. * @returns the new fallback rank.
  110364. */
  110365. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110366. /**
  110367. * Add the required uniforms to the current list.
  110368. * @param uniforms defines the current uniform list.
  110369. */
  110370. static AddUniforms(uniforms: string[]): void;
  110371. /**
  110372. * Add the required samplers to the current list.
  110373. * @param samplers defines the current sampler list.
  110374. */
  110375. static AddSamplers(samplers: string[]): void;
  110376. /**
  110377. * Add the required uniforms to the current buffer.
  110378. * @param uniformBuffer defines the current uniform buffer.
  110379. */
  110380. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110381. /**
  110382. * Makes a duplicate of the current configuration into another one.
  110383. * @param configuration define the config where to copy the info
  110384. */
  110385. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  110386. /**
  110387. * Serializes this Sub Surface configuration.
  110388. * @returns - An object with the serialized config.
  110389. */
  110390. serialize(): any;
  110391. /**
  110392. * Parses a anisotropy Configuration from a serialized object.
  110393. * @param source - Serialized object.
  110394. * @param scene Defines the scene we are parsing for
  110395. * @param rootUrl Defines the rootUrl to load from
  110396. */
  110397. parse(source: any, scene: Scene, rootUrl: string): void;
  110398. }
  110399. }
  110400. declare module BABYLON {
  110401. /** @hidden */
  110402. export var pbrFragmentDeclaration: {
  110403. name: string;
  110404. shader: string;
  110405. };
  110406. }
  110407. declare module BABYLON {
  110408. /** @hidden */
  110409. export var pbrUboDeclaration: {
  110410. name: string;
  110411. shader: string;
  110412. };
  110413. }
  110414. declare module BABYLON {
  110415. /** @hidden */
  110416. export var pbrFragmentExtraDeclaration: {
  110417. name: string;
  110418. shader: string;
  110419. };
  110420. }
  110421. declare module BABYLON {
  110422. /** @hidden */
  110423. export var pbrFragmentSamplersDeclaration: {
  110424. name: string;
  110425. shader: string;
  110426. };
  110427. }
  110428. declare module BABYLON {
  110429. /** @hidden */
  110430. export var pbrHelperFunctions: {
  110431. name: string;
  110432. shader: string;
  110433. };
  110434. }
  110435. declare module BABYLON {
  110436. /** @hidden */
  110437. export var harmonicsFunctions: {
  110438. name: string;
  110439. shader: string;
  110440. };
  110441. }
  110442. declare module BABYLON {
  110443. /** @hidden */
  110444. export var pbrDirectLightingSetupFunctions: {
  110445. name: string;
  110446. shader: string;
  110447. };
  110448. }
  110449. declare module BABYLON {
  110450. /** @hidden */
  110451. export var pbrDirectLightingFalloffFunctions: {
  110452. name: string;
  110453. shader: string;
  110454. };
  110455. }
  110456. declare module BABYLON {
  110457. /** @hidden */
  110458. export var pbrBRDFFunctions: {
  110459. name: string;
  110460. shader: string;
  110461. };
  110462. }
  110463. declare module BABYLON {
  110464. /** @hidden */
  110465. export var pbrDirectLightingFunctions: {
  110466. name: string;
  110467. shader: string;
  110468. };
  110469. }
  110470. declare module BABYLON {
  110471. /** @hidden */
  110472. export var pbrIBLFunctions: {
  110473. name: string;
  110474. shader: string;
  110475. };
  110476. }
  110477. declare module BABYLON {
  110478. /** @hidden */
  110479. export var pbrDebug: {
  110480. name: string;
  110481. shader: string;
  110482. };
  110483. }
  110484. declare module BABYLON {
  110485. /** @hidden */
  110486. export var pbrPixelShader: {
  110487. name: string;
  110488. shader: string;
  110489. };
  110490. }
  110491. declare module BABYLON {
  110492. /** @hidden */
  110493. export var pbrVertexDeclaration: {
  110494. name: string;
  110495. shader: string;
  110496. };
  110497. }
  110498. declare module BABYLON {
  110499. /** @hidden */
  110500. export var pbrVertexShader: {
  110501. name: string;
  110502. shader: string;
  110503. };
  110504. }
  110505. declare module BABYLON {
  110506. /**
  110507. * Manages the defines for the PBR Material.
  110508. * @hidden
  110509. */
  110510. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  110511. PBR: boolean;
  110512. MAINUV1: boolean;
  110513. MAINUV2: boolean;
  110514. UV1: boolean;
  110515. UV2: boolean;
  110516. ALBEDO: boolean;
  110517. ALBEDODIRECTUV: number;
  110518. VERTEXCOLOR: boolean;
  110519. AMBIENT: boolean;
  110520. AMBIENTDIRECTUV: number;
  110521. AMBIENTINGRAYSCALE: boolean;
  110522. OPACITY: boolean;
  110523. VERTEXALPHA: boolean;
  110524. OPACITYDIRECTUV: number;
  110525. OPACITYRGB: boolean;
  110526. ALPHATEST: boolean;
  110527. DEPTHPREPASS: boolean;
  110528. ALPHABLEND: boolean;
  110529. ALPHAFROMALBEDO: boolean;
  110530. ALPHATESTVALUE: string;
  110531. SPECULAROVERALPHA: boolean;
  110532. RADIANCEOVERALPHA: boolean;
  110533. ALPHAFRESNEL: boolean;
  110534. LINEARALPHAFRESNEL: boolean;
  110535. PREMULTIPLYALPHA: boolean;
  110536. EMISSIVE: boolean;
  110537. EMISSIVEDIRECTUV: number;
  110538. REFLECTIVITY: boolean;
  110539. REFLECTIVITYDIRECTUV: number;
  110540. SPECULARTERM: boolean;
  110541. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  110542. MICROSURFACEAUTOMATIC: boolean;
  110543. LODBASEDMICROSFURACE: boolean;
  110544. MICROSURFACEMAP: boolean;
  110545. MICROSURFACEMAPDIRECTUV: number;
  110546. METALLICWORKFLOW: boolean;
  110547. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  110548. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  110549. METALLNESSSTOREINMETALMAPBLUE: boolean;
  110550. AOSTOREINMETALMAPRED: boolean;
  110551. ENVIRONMENTBRDF: boolean;
  110552. ENVIRONMENTBRDF_RGBD: boolean;
  110553. NORMAL: boolean;
  110554. TANGENT: boolean;
  110555. BUMP: boolean;
  110556. BUMPDIRECTUV: number;
  110557. OBJECTSPACE_NORMALMAP: boolean;
  110558. PARALLAX: boolean;
  110559. PARALLAXOCCLUSION: boolean;
  110560. NORMALXYSCALE: boolean;
  110561. LIGHTMAP: boolean;
  110562. LIGHTMAPDIRECTUV: number;
  110563. USELIGHTMAPASSHADOWMAP: boolean;
  110564. GAMMALIGHTMAP: boolean;
  110565. REFLECTION: boolean;
  110566. REFLECTIONMAP_3D: boolean;
  110567. REFLECTIONMAP_SPHERICAL: boolean;
  110568. REFLECTIONMAP_PLANAR: boolean;
  110569. REFLECTIONMAP_CUBIC: boolean;
  110570. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  110571. REFLECTIONMAP_PROJECTION: boolean;
  110572. REFLECTIONMAP_SKYBOX: boolean;
  110573. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  110574. REFLECTIONMAP_EXPLICIT: boolean;
  110575. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  110576. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  110577. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  110578. INVERTCUBICMAP: boolean;
  110579. USESPHERICALFROMREFLECTIONMAP: boolean;
  110580. USEIRRADIANCEMAP: boolean;
  110581. SPHERICAL_HARMONICS: boolean;
  110582. USESPHERICALINVERTEX: boolean;
  110583. REFLECTIONMAP_OPPOSITEZ: boolean;
  110584. LODINREFLECTIONALPHA: boolean;
  110585. GAMMAREFLECTION: boolean;
  110586. RGBDREFLECTION: boolean;
  110587. LINEARSPECULARREFLECTION: boolean;
  110588. RADIANCEOCCLUSION: boolean;
  110589. HORIZONOCCLUSION: boolean;
  110590. INSTANCES: boolean;
  110591. NUM_BONE_INFLUENCERS: number;
  110592. BonesPerMesh: number;
  110593. BONETEXTURE: boolean;
  110594. NONUNIFORMSCALING: boolean;
  110595. MORPHTARGETS: boolean;
  110596. MORPHTARGETS_NORMAL: boolean;
  110597. MORPHTARGETS_TANGENT: boolean;
  110598. MORPHTARGETS_UV: boolean;
  110599. NUM_MORPH_INFLUENCERS: number;
  110600. IMAGEPROCESSING: boolean;
  110601. VIGNETTE: boolean;
  110602. VIGNETTEBLENDMODEMULTIPLY: boolean;
  110603. VIGNETTEBLENDMODEOPAQUE: boolean;
  110604. TONEMAPPING: boolean;
  110605. TONEMAPPING_ACES: boolean;
  110606. CONTRAST: boolean;
  110607. COLORCURVES: boolean;
  110608. COLORGRADING: boolean;
  110609. COLORGRADING3D: boolean;
  110610. SAMPLER3DGREENDEPTH: boolean;
  110611. SAMPLER3DBGRMAP: boolean;
  110612. IMAGEPROCESSINGPOSTPROCESS: boolean;
  110613. EXPOSURE: boolean;
  110614. MULTIVIEW: boolean;
  110615. USEPHYSICALLIGHTFALLOFF: boolean;
  110616. USEGLTFLIGHTFALLOFF: boolean;
  110617. TWOSIDEDLIGHTING: boolean;
  110618. SHADOWFLOAT: boolean;
  110619. CLIPPLANE: boolean;
  110620. CLIPPLANE2: boolean;
  110621. CLIPPLANE3: boolean;
  110622. CLIPPLANE4: boolean;
  110623. POINTSIZE: boolean;
  110624. FOG: boolean;
  110625. LOGARITHMICDEPTH: boolean;
  110626. FORCENORMALFORWARD: boolean;
  110627. SPECULARAA: boolean;
  110628. CLEARCOAT: boolean;
  110629. CLEARCOAT_DEFAULTIOR: boolean;
  110630. CLEARCOAT_TEXTURE: boolean;
  110631. CLEARCOAT_TEXTUREDIRECTUV: number;
  110632. CLEARCOAT_BUMP: boolean;
  110633. CLEARCOAT_BUMPDIRECTUV: number;
  110634. CLEARCOAT_TINT: boolean;
  110635. CLEARCOAT_TINT_TEXTURE: boolean;
  110636. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110637. ANISOTROPIC: boolean;
  110638. ANISOTROPIC_TEXTURE: boolean;
  110639. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110640. BRDF_V_HEIGHT_CORRELATED: boolean;
  110641. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110642. SHEEN: boolean;
  110643. SHEEN_TEXTURE: boolean;
  110644. SHEEN_TEXTUREDIRECTUV: number;
  110645. SHEEN_LINKWITHALBEDO: boolean;
  110646. SUBSURFACE: boolean;
  110647. SS_REFRACTION: boolean;
  110648. SS_TRANSLUCENCY: boolean;
  110649. SS_SCATERRING: boolean;
  110650. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110651. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110652. SS_REFRACTIONMAP_3D: boolean;
  110653. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110654. SS_LODINREFRACTIONALPHA: boolean;
  110655. SS_GAMMAREFRACTION: boolean;
  110656. SS_RGBDREFRACTION: boolean;
  110657. SS_LINEARSPECULARREFRACTION: boolean;
  110658. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110659. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110660. UNLIT: boolean;
  110661. DEBUGMODE: number;
  110662. /**
  110663. * Initializes the PBR Material defines.
  110664. */
  110665. constructor();
  110666. /**
  110667. * Resets the PBR Material defines.
  110668. */
  110669. reset(): void;
  110670. }
  110671. /**
  110672. * The Physically based material base class of BJS.
  110673. *
  110674. * This offers the main features of a standard PBR material.
  110675. * For more information, please refer to the documentation :
  110676. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110677. */
  110678. export abstract class PBRBaseMaterial extends PushMaterial {
  110679. /**
  110680. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110681. */
  110682. static readonly PBRMATERIAL_OPAQUE: number;
  110683. /**
  110684. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110685. */
  110686. static readonly PBRMATERIAL_ALPHATEST: number;
  110687. /**
  110688. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110689. */
  110690. static readonly PBRMATERIAL_ALPHABLEND: number;
  110691. /**
  110692. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110693. * They are also discarded below the alpha cutoff threshold to improve performances.
  110694. */
  110695. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110696. /**
  110697. * Defines the default value of how much AO map is occluding the analytical lights
  110698. * (point spot...).
  110699. */
  110700. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110701. /**
  110702. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  110703. */
  110704. static readonly LIGHTFALLOFF_PHYSICAL: number;
  110705. /**
  110706. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  110707. * to enhance interoperability with other engines.
  110708. */
  110709. static readonly LIGHTFALLOFF_GLTF: number;
  110710. /**
  110711. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  110712. * to enhance interoperability with other materials.
  110713. */
  110714. static readonly LIGHTFALLOFF_STANDARD: number;
  110715. /**
  110716. * Intensity of the direct lights e.g. the four lights available in your scene.
  110717. * This impacts both the direct diffuse and specular highlights.
  110718. */
  110719. protected _directIntensity: number;
  110720. /**
  110721. * Intensity of the emissive part of the material.
  110722. * This helps controlling the emissive effect without modifying the emissive color.
  110723. */
  110724. protected _emissiveIntensity: number;
  110725. /**
  110726. * Intensity of the environment e.g. how much the environment will light the object
  110727. * either through harmonics for rough material or through the refelction for shiny ones.
  110728. */
  110729. protected _environmentIntensity: number;
  110730. /**
  110731. * This is a special control allowing the reduction of the specular highlights coming from the
  110732. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110733. */
  110734. protected _specularIntensity: number;
  110735. /**
  110736. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  110737. */
  110738. private _lightingInfos;
  110739. /**
  110740. * Debug Control allowing disabling the bump map on this material.
  110741. */
  110742. protected _disableBumpMap: boolean;
  110743. /**
  110744. * AKA Diffuse Texture in standard nomenclature.
  110745. */
  110746. protected _albedoTexture: Nullable<BaseTexture>;
  110747. /**
  110748. * AKA Occlusion Texture in other nomenclature.
  110749. */
  110750. protected _ambientTexture: Nullable<BaseTexture>;
  110751. /**
  110752. * AKA Occlusion Texture Intensity in other nomenclature.
  110753. */
  110754. protected _ambientTextureStrength: number;
  110755. /**
  110756. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110757. * 1 means it completely occludes it
  110758. * 0 mean it has no impact
  110759. */
  110760. protected _ambientTextureImpactOnAnalyticalLights: number;
  110761. /**
  110762. * Stores the alpha values in a texture.
  110763. */
  110764. protected _opacityTexture: Nullable<BaseTexture>;
  110765. /**
  110766. * Stores the reflection values in a texture.
  110767. */
  110768. protected _reflectionTexture: Nullable<BaseTexture>;
  110769. /**
  110770. * Stores the emissive values in a texture.
  110771. */
  110772. protected _emissiveTexture: Nullable<BaseTexture>;
  110773. /**
  110774. * AKA Specular texture in other nomenclature.
  110775. */
  110776. protected _reflectivityTexture: Nullable<BaseTexture>;
  110777. /**
  110778. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110779. */
  110780. protected _metallicTexture: Nullable<BaseTexture>;
  110781. /**
  110782. * Specifies the metallic scalar of the metallic/roughness workflow.
  110783. * Can also be used to scale the metalness values of the metallic texture.
  110784. */
  110785. protected _metallic: Nullable<number>;
  110786. /**
  110787. * Specifies the roughness scalar of the metallic/roughness workflow.
  110788. * Can also be used to scale the roughness values of the metallic texture.
  110789. */
  110790. protected _roughness: Nullable<number>;
  110791. /**
  110792. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110793. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110794. */
  110795. protected _microSurfaceTexture: Nullable<BaseTexture>;
  110796. /**
  110797. * Stores surface normal data used to displace a mesh in a texture.
  110798. */
  110799. protected _bumpTexture: Nullable<BaseTexture>;
  110800. /**
  110801. * Stores the pre-calculated light information of a mesh in a texture.
  110802. */
  110803. protected _lightmapTexture: Nullable<BaseTexture>;
  110804. /**
  110805. * The color of a material in ambient lighting.
  110806. */
  110807. protected _ambientColor: Color3;
  110808. /**
  110809. * AKA Diffuse Color in other nomenclature.
  110810. */
  110811. protected _albedoColor: Color3;
  110812. /**
  110813. * AKA Specular Color in other nomenclature.
  110814. */
  110815. protected _reflectivityColor: Color3;
  110816. /**
  110817. * The color applied when light is reflected from a material.
  110818. */
  110819. protected _reflectionColor: Color3;
  110820. /**
  110821. * The color applied when light is emitted from a material.
  110822. */
  110823. protected _emissiveColor: Color3;
  110824. /**
  110825. * AKA Glossiness in other nomenclature.
  110826. */
  110827. protected _microSurface: number;
  110828. /**
  110829. * Specifies that the material will use the light map as a show map.
  110830. */
  110831. protected _useLightmapAsShadowmap: boolean;
  110832. /**
  110833. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110834. * makes the reflect vector face the model (under horizon).
  110835. */
  110836. protected _useHorizonOcclusion: boolean;
  110837. /**
  110838. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110839. * too much the area relying on ambient texture to define their ambient occlusion.
  110840. */
  110841. protected _useRadianceOcclusion: boolean;
  110842. /**
  110843. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110844. */
  110845. protected _useAlphaFromAlbedoTexture: boolean;
  110846. /**
  110847. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  110848. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110849. */
  110850. protected _useSpecularOverAlpha: boolean;
  110851. /**
  110852. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110853. */
  110854. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110855. /**
  110856. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110857. */
  110858. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  110859. /**
  110860. * Specifies if the metallic texture contains the roughness information in its green channel.
  110861. */
  110862. protected _useRoughnessFromMetallicTextureGreen: boolean;
  110863. /**
  110864. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110865. */
  110866. protected _useMetallnessFromMetallicTextureBlue: boolean;
  110867. /**
  110868. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110869. */
  110870. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  110871. /**
  110872. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110873. */
  110874. protected _useAmbientInGrayScale: boolean;
  110875. /**
  110876. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110877. * The material will try to infer what glossiness each pixel should be.
  110878. */
  110879. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  110880. /**
  110881. * Defines the falloff type used in this material.
  110882. * It by default is Physical.
  110883. */
  110884. protected _lightFalloff: number;
  110885. /**
  110886. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110887. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110888. */
  110889. protected _useRadianceOverAlpha: boolean;
  110890. /**
  110891. * Allows using an object space normal map (instead of tangent space).
  110892. */
  110893. protected _useObjectSpaceNormalMap: boolean;
  110894. /**
  110895. * Allows using the bump map in parallax mode.
  110896. */
  110897. protected _useParallax: boolean;
  110898. /**
  110899. * Allows using the bump map in parallax occlusion mode.
  110900. */
  110901. protected _useParallaxOcclusion: boolean;
  110902. /**
  110903. * Controls the scale bias of the parallax mode.
  110904. */
  110905. protected _parallaxScaleBias: number;
  110906. /**
  110907. * If sets to true, disables all the lights affecting the material.
  110908. */
  110909. protected _disableLighting: boolean;
  110910. /**
  110911. * Number of Simultaneous lights allowed on the material.
  110912. */
  110913. protected _maxSimultaneousLights: number;
  110914. /**
  110915. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110916. */
  110917. protected _invertNormalMapX: boolean;
  110918. /**
  110919. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110920. */
  110921. protected _invertNormalMapY: boolean;
  110922. /**
  110923. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110924. */
  110925. protected _twoSidedLighting: boolean;
  110926. /**
  110927. * Defines the alpha limits in alpha test mode.
  110928. */
  110929. protected _alphaCutOff: number;
  110930. /**
  110931. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110932. */
  110933. protected _forceAlphaTest: boolean;
  110934. /**
  110935. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110936. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110937. */
  110938. protected _useAlphaFresnel: boolean;
  110939. /**
  110940. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110941. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110942. */
  110943. protected _useLinearAlphaFresnel: boolean;
  110944. /**
  110945. * The transparency mode of the material.
  110946. */
  110947. protected _transparencyMode: Nullable<number>;
  110948. /**
  110949. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  110950. * from cos thetav and roughness:
  110951. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  110952. */
  110953. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  110954. /**
  110955. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110956. */
  110957. protected _forceIrradianceInFragment: boolean;
  110958. /**
  110959. * Force normal to face away from face.
  110960. */
  110961. protected _forceNormalForward: boolean;
  110962. /**
  110963. * Enables specular anti aliasing in the PBR shader.
  110964. * It will both interacts on the Geometry for analytical and IBL lighting.
  110965. * It also prefilter the roughness map based on the bump values.
  110966. */
  110967. protected _enableSpecularAntiAliasing: boolean;
  110968. /**
  110969. * Default configuration related to image processing available in the PBR Material.
  110970. */
  110971. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110972. /**
  110973. * Keep track of the image processing observer to allow dispose and replace.
  110974. */
  110975. private _imageProcessingObserver;
  110976. /**
  110977. * Attaches a new image processing configuration to the PBR Material.
  110978. * @param configuration
  110979. */
  110980. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110981. /**
  110982. * Stores the available render targets.
  110983. */
  110984. private _renderTargets;
  110985. /**
  110986. * Sets the global ambient color for the material used in lighting calculations.
  110987. */
  110988. private _globalAmbientColor;
  110989. /**
  110990. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  110991. */
  110992. private _useLogarithmicDepth;
  110993. /**
  110994. * If set to true, no lighting calculations will be applied.
  110995. */
  110996. private _unlit;
  110997. private _debugMode;
  110998. /**
  110999. * @hidden
  111000. * This is reserved for the inspector.
  111001. * Defines the material debug mode.
  111002. * It helps seeing only some components of the material while troubleshooting.
  111003. */
  111004. debugMode: number;
  111005. /**
  111006. * @hidden
  111007. * This is reserved for the inspector.
  111008. * Specify from where on screen the debug mode should start.
  111009. * The value goes from -1 (full screen) to 1 (not visible)
  111010. * It helps with side by side comparison against the final render
  111011. * This defaults to -1
  111012. */
  111013. private debugLimit;
  111014. /**
  111015. * @hidden
  111016. * This is reserved for the inspector.
  111017. * As the default viewing range might not be enough (if the ambient is really small for instance)
  111018. * You can use the factor to better multiply the final value.
  111019. */
  111020. private debugFactor;
  111021. /**
  111022. * Defines the clear coat layer parameters for the material.
  111023. */
  111024. readonly clearCoat: PBRClearCoatConfiguration;
  111025. /**
  111026. * Defines the anisotropic parameters for the material.
  111027. */
  111028. readonly anisotropy: PBRAnisotropicConfiguration;
  111029. /**
  111030. * Defines the BRDF parameters for the material.
  111031. */
  111032. readonly brdf: PBRBRDFConfiguration;
  111033. /**
  111034. * Defines the Sheen parameters for the material.
  111035. */
  111036. readonly sheen: PBRSheenConfiguration;
  111037. /**
  111038. * Defines the SubSurface parameters for the material.
  111039. */
  111040. readonly subSurface: PBRSubSurfaceConfiguration;
  111041. /**
  111042. * Custom callback helping to override the default shader used in the material.
  111043. */
  111044. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  111045. /**
  111046. * Instantiates a new PBRMaterial instance.
  111047. *
  111048. * @param name The material name
  111049. * @param scene The scene the material will be use in.
  111050. */
  111051. constructor(name: string, scene: Scene);
  111052. /**
  111053. * Gets a boolean indicating that current material needs to register RTT
  111054. */
  111055. readonly hasRenderTargetTextures: boolean;
  111056. /**
  111057. * Gets the name of the material class.
  111058. */
  111059. getClassName(): string;
  111060. /**
  111061. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111062. */
  111063. /**
  111064. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111065. */
  111066. useLogarithmicDepth: boolean;
  111067. /**
  111068. * Gets the current transparency mode.
  111069. */
  111070. /**
  111071. * Sets the transparency mode of the material.
  111072. *
  111073. * | Value | Type | Description |
  111074. * | ----- | ----------------------------------- | ----------- |
  111075. * | 0 | OPAQUE | |
  111076. * | 1 | ALPHATEST | |
  111077. * | 2 | ALPHABLEND | |
  111078. * | 3 | ALPHATESTANDBLEND | |
  111079. *
  111080. */
  111081. transparencyMode: Nullable<number>;
  111082. /**
  111083. * Returns true if alpha blending should be disabled.
  111084. */
  111085. private readonly _disableAlphaBlending;
  111086. /**
  111087. * Specifies whether or not this material should be rendered in alpha blend mode.
  111088. */
  111089. needAlphaBlending(): boolean;
  111090. /**
  111091. * Specifies if the mesh will require alpha blending.
  111092. * @param mesh - BJS mesh.
  111093. */
  111094. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  111095. /**
  111096. * Specifies whether or not this material should be rendered in alpha test mode.
  111097. */
  111098. needAlphaTesting(): boolean;
  111099. /**
  111100. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  111101. */
  111102. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  111103. /**
  111104. * Gets the texture used for the alpha test.
  111105. */
  111106. getAlphaTestTexture(): Nullable<BaseTexture>;
  111107. /**
  111108. * Specifies that the submesh is ready to be used.
  111109. * @param mesh - BJS mesh.
  111110. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  111111. * @param useInstances - Specifies that instances should be used.
  111112. * @returns - boolean indicating that the submesh is ready or not.
  111113. */
  111114. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111115. /**
  111116. * Specifies if the material uses metallic roughness workflow.
  111117. * @returns boolean specifiying if the material uses metallic roughness workflow.
  111118. */
  111119. isMetallicWorkflow(): boolean;
  111120. private _prepareEffect;
  111121. private _prepareDefines;
  111122. /**
  111123. * Force shader compilation
  111124. */
  111125. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  111126. clipPlane: boolean;
  111127. }>): void;
  111128. /**
  111129. * Initializes the uniform buffer layout for the shader.
  111130. */
  111131. buildUniformLayout(): void;
  111132. /**
  111133. * Unbinds the material from the mesh
  111134. */
  111135. unbind(): void;
  111136. /**
  111137. * Binds the submesh data.
  111138. * @param world - The world matrix.
  111139. * @param mesh - The BJS mesh.
  111140. * @param subMesh - A submesh of the BJS mesh.
  111141. */
  111142. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111143. /**
  111144. * Returns the animatable textures.
  111145. * @returns - Array of animatable textures.
  111146. */
  111147. getAnimatables(): IAnimatable[];
  111148. /**
  111149. * Returns the texture used for reflections.
  111150. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  111151. */
  111152. private _getReflectionTexture;
  111153. /**
  111154. * Returns an array of the actively used textures.
  111155. * @returns - Array of BaseTextures
  111156. */
  111157. getActiveTextures(): BaseTexture[];
  111158. /**
  111159. * Checks to see if a texture is used in the material.
  111160. * @param texture - Base texture to use.
  111161. * @returns - Boolean specifying if a texture is used in the material.
  111162. */
  111163. hasTexture(texture: BaseTexture): boolean;
  111164. /**
  111165. * Disposes the resources of the material.
  111166. * @param forceDisposeEffect - Forces the disposal of effects.
  111167. * @param forceDisposeTextures - Forces the disposal of all textures.
  111168. */
  111169. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111170. }
  111171. }
  111172. declare module BABYLON {
  111173. /**
  111174. * The Physically based material of BJS.
  111175. *
  111176. * This offers the main features of a standard PBR material.
  111177. * For more information, please refer to the documentation :
  111178. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111179. */
  111180. export class PBRMaterial extends PBRBaseMaterial {
  111181. /**
  111182. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111183. */
  111184. static readonly PBRMATERIAL_OPAQUE: number;
  111185. /**
  111186. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111187. */
  111188. static readonly PBRMATERIAL_ALPHATEST: number;
  111189. /**
  111190. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111191. */
  111192. static readonly PBRMATERIAL_ALPHABLEND: number;
  111193. /**
  111194. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111195. * They are also discarded below the alpha cutoff threshold to improve performances.
  111196. */
  111197. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111198. /**
  111199. * Defines the default value of how much AO map is occluding the analytical lights
  111200. * (point spot...).
  111201. */
  111202. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111203. /**
  111204. * Intensity of the direct lights e.g. the four lights available in your scene.
  111205. * This impacts both the direct diffuse and specular highlights.
  111206. */
  111207. directIntensity: number;
  111208. /**
  111209. * Intensity of the emissive part of the material.
  111210. * This helps controlling the emissive effect without modifying the emissive color.
  111211. */
  111212. emissiveIntensity: number;
  111213. /**
  111214. * Intensity of the environment e.g. how much the environment will light the object
  111215. * either through harmonics for rough material or through the refelction for shiny ones.
  111216. */
  111217. environmentIntensity: number;
  111218. /**
  111219. * This is a special control allowing the reduction of the specular highlights coming from the
  111220. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111221. */
  111222. specularIntensity: number;
  111223. /**
  111224. * Debug Control allowing disabling the bump map on this material.
  111225. */
  111226. disableBumpMap: boolean;
  111227. /**
  111228. * AKA Diffuse Texture in standard nomenclature.
  111229. */
  111230. albedoTexture: BaseTexture;
  111231. /**
  111232. * AKA Occlusion Texture in other nomenclature.
  111233. */
  111234. ambientTexture: BaseTexture;
  111235. /**
  111236. * AKA Occlusion Texture Intensity in other nomenclature.
  111237. */
  111238. ambientTextureStrength: number;
  111239. /**
  111240. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111241. * 1 means it completely occludes it
  111242. * 0 mean it has no impact
  111243. */
  111244. ambientTextureImpactOnAnalyticalLights: number;
  111245. /**
  111246. * Stores the alpha values in a texture.
  111247. */
  111248. opacityTexture: BaseTexture;
  111249. /**
  111250. * Stores the reflection values in a texture.
  111251. */
  111252. reflectionTexture: Nullable<BaseTexture>;
  111253. /**
  111254. * Stores the emissive values in a texture.
  111255. */
  111256. emissiveTexture: BaseTexture;
  111257. /**
  111258. * AKA Specular texture in other nomenclature.
  111259. */
  111260. reflectivityTexture: BaseTexture;
  111261. /**
  111262. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111263. */
  111264. metallicTexture: BaseTexture;
  111265. /**
  111266. * Specifies the metallic scalar of the metallic/roughness workflow.
  111267. * Can also be used to scale the metalness values of the metallic texture.
  111268. */
  111269. metallic: Nullable<number>;
  111270. /**
  111271. * Specifies the roughness scalar of the metallic/roughness workflow.
  111272. * Can also be used to scale the roughness values of the metallic texture.
  111273. */
  111274. roughness: Nullable<number>;
  111275. /**
  111276. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111277. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111278. */
  111279. microSurfaceTexture: BaseTexture;
  111280. /**
  111281. * Stores surface normal data used to displace a mesh in a texture.
  111282. */
  111283. bumpTexture: BaseTexture;
  111284. /**
  111285. * Stores the pre-calculated light information of a mesh in a texture.
  111286. */
  111287. lightmapTexture: BaseTexture;
  111288. /**
  111289. * Stores the refracted light information in a texture.
  111290. */
  111291. refractionTexture: Nullable<BaseTexture>;
  111292. /**
  111293. * The color of a material in ambient lighting.
  111294. */
  111295. ambientColor: Color3;
  111296. /**
  111297. * AKA Diffuse Color in other nomenclature.
  111298. */
  111299. albedoColor: Color3;
  111300. /**
  111301. * AKA Specular Color in other nomenclature.
  111302. */
  111303. reflectivityColor: Color3;
  111304. /**
  111305. * The color reflected from the material.
  111306. */
  111307. reflectionColor: Color3;
  111308. /**
  111309. * The color emitted from the material.
  111310. */
  111311. emissiveColor: Color3;
  111312. /**
  111313. * AKA Glossiness in other nomenclature.
  111314. */
  111315. microSurface: number;
  111316. /**
  111317. * source material index of refraction (IOR)' / 'destination material IOR.
  111318. */
  111319. indexOfRefraction: number;
  111320. /**
  111321. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  111322. */
  111323. invertRefractionY: boolean;
  111324. /**
  111325. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  111326. * Materials half opaque for instance using refraction could benefit from this control.
  111327. */
  111328. linkRefractionWithTransparency: boolean;
  111329. /**
  111330. * If true, the light map contains occlusion information instead of lighting info.
  111331. */
  111332. useLightmapAsShadowmap: boolean;
  111333. /**
  111334. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111335. */
  111336. useAlphaFromAlbedoTexture: boolean;
  111337. /**
  111338. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111339. */
  111340. forceAlphaTest: boolean;
  111341. /**
  111342. * Defines the alpha limits in alpha test mode.
  111343. */
  111344. alphaCutOff: number;
  111345. /**
  111346. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  111347. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111348. */
  111349. useSpecularOverAlpha: boolean;
  111350. /**
  111351. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111352. */
  111353. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111354. /**
  111355. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111356. */
  111357. useRoughnessFromMetallicTextureAlpha: boolean;
  111358. /**
  111359. * Specifies if the metallic texture contains the roughness information in its green channel.
  111360. */
  111361. useRoughnessFromMetallicTextureGreen: boolean;
  111362. /**
  111363. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111364. */
  111365. useMetallnessFromMetallicTextureBlue: boolean;
  111366. /**
  111367. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111368. */
  111369. useAmbientOcclusionFromMetallicTextureRed: boolean;
  111370. /**
  111371. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111372. */
  111373. useAmbientInGrayScale: boolean;
  111374. /**
  111375. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111376. * The material will try to infer what glossiness each pixel should be.
  111377. */
  111378. useAutoMicroSurfaceFromReflectivityMap: boolean;
  111379. /**
  111380. * BJS is using an harcoded light falloff based on a manually sets up range.
  111381. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111382. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111383. */
  111384. /**
  111385. * BJS is using an harcoded light falloff based on a manually sets up range.
  111386. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111387. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111388. */
  111389. usePhysicalLightFalloff: boolean;
  111390. /**
  111391. * In order to support the falloff compatibility with gltf, a special mode has been added
  111392. * to reproduce the gltf light falloff.
  111393. */
  111394. /**
  111395. * In order to support the falloff compatibility with gltf, a special mode has been added
  111396. * to reproduce the gltf light falloff.
  111397. */
  111398. useGLTFLightFalloff: boolean;
  111399. /**
  111400. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111401. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111402. */
  111403. useRadianceOverAlpha: boolean;
  111404. /**
  111405. * Allows using an object space normal map (instead of tangent space).
  111406. */
  111407. useObjectSpaceNormalMap: boolean;
  111408. /**
  111409. * Allows using the bump map in parallax mode.
  111410. */
  111411. useParallax: boolean;
  111412. /**
  111413. * Allows using the bump map in parallax occlusion mode.
  111414. */
  111415. useParallaxOcclusion: boolean;
  111416. /**
  111417. * Controls the scale bias of the parallax mode.
  111418. */
  111419. parallaxScaleBias: number;
  111420. /**
  111421. * If sets to true, disables all the lights affecting the material.
  111422. */
  111423. disableLighting: boolean;
  111424. /**
  111425. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111426. */
  111427. forceIrradianceInFragment: boolean;
  111428. /**
  111429. * Number of Simultaneous lights allowed on the material.
  111430. */
  111431. maxSimultaneousLights: number;
  111432. /**
  111433. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  111434. */
  111435. invertNormalMapX: boolean;
  111436. /**
  111437. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  111438. */
  111439. invertNormalMapY: boolean;
  111440. /**
  111441. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111442. */
  111443. twoSidedLighting: boolean;
  111444. /**
  111445. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111446. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111447. */
  111448. useAlphaFresnel: boolean;
  111449. /**
  111450. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111451. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111452. */
  111453. useLinearAlphaFresnel: boolean;
  111454. /**
  111455. * Let user defines the brdf lookup texture used for IBL.
  111456. * A default 8bit version is embedded but you could point at :
  111457. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  111458. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  111459. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  111460. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  111461. */
  111462. environmentBRDFTexture: Nullable<BaseTexture>;
  111463. /**
  111464. * Force normal to face away from face.
  111465. */
  111466. forceNormalForward: boolean;
  111467. /**
  111468. * Enables specular anti aliasing in the PBR shader.
  111469. * It will both interacts on the Geometry for analytical and IBL lighting.
  111470. * It also prefilter the roughness map based on the bump values.
  111471. */
  111472. enableSpecularAntiAliasing: boolean;
  111473. /**
  111474. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111475. * makes the reflect vector face the model (under horizon).
  111476. */
  111477. useHorizonOcclusion: boolean;
  111478. /**
  111479. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111480. * too much the area relying on ambient texture to define their ambient occlusion.
  111481. */
  111482. useRadianceOcclusion: boolean;
  111483. /**
  111484. * If set to true, no lighting calculations will be applied.
  111485. */
  111486. unlit: boolean;
  111487. /**
  111488. * Gets the image processing configuration used either in this material.
  111489. */
  111490. /**
  111491. * Sets the Default image processing configuration used either in the this material.
  111492. *
  111493. * If sets to null, the scene one is in use.
  111494. */
  111495. imageProcessingConfiguration: ImageProcessingConfiguration;
  111496. /**
  111497. * Gets wether the color curves effect is enabled.
  111498. */
  111499. /**
  111500. * Sets wether the color curves effect is enabled.
  111501. */
  111502. cameraColorCurvesEnabled: boolean;
  111503. /**
  111504. * Gets wether the color grading effect is enabled.
  111505. */
  111506. /**
  111507. * Gets wether the color grading effect is enabled.
  111508. */
  111509. cameraColorGradingEnabled: boolean;
  111510. /**
  111511. * Gets wether tonemapping is enabled or not.
  111512. */
  111513. /**
  111514. * Sets wether tonemapping is enabled or not
  111515. */
  111516. cameraToneMappingEnabled: boolean;
  111517. /**
  111518. * The camera exposure used on this material.
  111519. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111520. * This corresponds to a photographic exposure.
  111521. */
  111522. /**
  111523. * The camera exposure used on this material.
  111524. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111525. * This corresponds to a photographic exposure.
  111526. */
  111527. cameraExposure: number;
  111528. /**
  111529. * Gets The camera contrast used on this material.
  111530. */
  111531. /**
  111532. * Sets The camera contrast used on this material.
  111533. */
  111534. cameraContrast: number;
  111535. /**
  111536. * Gets the Color Grading 2D Lookup Texture.
  111537. */
  111538. /**
  111539. * Sets the Color Grading 2D Lookup Texture.
  111540. */
  111541. cameraColorGradingTexture: Nullable<BaseTexture>;
  111542. /**
  111543. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111544. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111545. * 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;
  111546. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111547. */
  111548. /**
  111549. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111550. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111551. * 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;
  111552. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111553. */
  111554. cameraColorCurves: Nullable<ColorCurves>;
  111555. /**
  111556. * Instantiates a new PBRMaterial instance.
  111557. *
  111558. * @param name The material name
  111559. * @param scene The scene the material will be use in.
  111560. */
  111561. constructor(name: string, scene: Scene);
  111562. /**
  111563. * Returns the name of this material class.
  111564. */
  111565. getClassName(): string;
  111566. /**
  111567. * Makes a duplicate of the current material.
  111568. * @param name - name to use for the new material.
  111569. */
  111570. clone(name: string): PBRMaterial;
  111571. /**
  111572. * Serializes this PBR Material.
  111573. * @returns - An object with the serialized material.
  111574. */
  111575. serialize(): any;
  111576. /**
  111577. * Parses a PBR Material from a serialized object.
  111578. * @param source - Serialized object.
  111579. * @param scene - BJS scene instance.
  111580. * @param rootUrl - url for the scene object
  111581. * @returns - PBRMaterial
  111582. */
  111583. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  111584. }
  111585. }
  111586. declare module BABYLON {
  111587. /**
  111588. * Direct draw surface info
  111589. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  111590. */
  111591. export interface DDSInfo {
  111592. /**
  111593. * Width of the texture
  111594. */
  111595. width: number;
  111596. /**
  111597. * Width of the texture
  111598. */
  111599. height: number;
  111600. /**
  111601. * Number of Mipmaps for the texture
  111602. * @see https://en.wikipedia.org/wiki/Mipmap
  111603. */
  111604. mipmapCount: number;
  111605. /**
  111606. * If the textures format is a known fourCC format
  111607. * @see https://www.fourcc.org/
  111608. */
  111609. isFourCC: boolean;
  111610. /**
  111611. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  111612. */
  111613. isRGB: boolean;
  111614. /**
  111615. * If the texture is a lumincance format
  111616. */
  111617. isLuminance: boolean;
  111618. /**
  111619. * If this is a cube texture
  111620. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  111621. */
  111622. isCube: boolean;
  111623. /**
  111624. * If the texture is a compressed format eg. FOURCC_DXT1
  111625. */
  111626. isCompressed: boolean;
  111627. /**
  111628. * The dxgiFormat of the texture
  111629. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  111630. */
  111631. dxgiFormat: number;
  111632. /**
  111633. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  111634. */
  111635. textureType: number;
  111636. /**
  111637. * Sphericle polynomial created for the dds texture
  111638. */
  111639. sphericalPolynomial?: SphericalPolynomial;
  111640. }
  111641. /**
  111642. * Class used to provide DDS decompression tools
  111643. */
  111644. export class DDSTools {
  111645. /**
  111646. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  111647. */
  111648. static StoreLODInAlphaChannel: boolean;
  111649. /**
  111650. * Gets DDS information from an array buffer
  111651. * @param arrayBuffer defines the array buffer to read data from
  111652. * @returns the DDS information
  111653. */
  111654. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  111655. private static _FloatView;
  111656. private static _Int32View;
  111657. private static _ToHalfFloat;
  111658. private static _FromHalfFloat;
  111659. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  111660. private static _GetHalfFloatRGBAArrayBuffer;
  111661. private static _GetFloatRGBAArrayBuffer;
  111662. private static _GetFloatAsUIntRGBAArrayBuffer;
  111663. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  111664. private static _GetRGBAArrayBuffer;
  111665. private static _ExtractLongWordOrder;
  111666. private static _GetRGBArrayBuffer;
  111667. private static _GetLuminanceArrayBuffer;
  111668. /**
  111669. * Uploads DDS Levels to a Babylon Texture
  111670. * @hidden
  111671. */
  111672. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  111673. }
  111674. interface Engine {
  111675. /**
  111676. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  111677. * @param rootUrl defines the url where the file to load is located
  111678. * @param scene defines the current scene
  111679. * @param lodScale defines scale to apply to the mip map selection
  111680. * @param lodOffset defines offset to apply to the mip map selection
  111681. * @param onLoad defines an optional callback raised when the texture is loaded
  111682. * @param onError defines an optional callback raised if there is an issue to load the texture
  111683. * @param format defines the format of the data
  111684. * @param forcedExtension defines the extension to use to pick the right loader
  111685. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  111686. * @returns the cube texture as an InternalTexture
  111687. */
  111688. 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;
  111689. }
  111690. }
  111691. declare module BABYLON {
  111692. /**
  111693. * Implementation of the DDS Texture Loader.
  111694. * @hidden
  111695. */
  111696. export class _DDSTextureLoader implements IInternalTextureLoader {
  111697. /**
  111698. * Defines wether the loader supports cascade loading the different faces.
  111699. */
  111700. readonly supportCascades: boolean;
  111701. /**
  111702. * This returns if the loader support the current file information.
  111703. * @param extension defines the file extension of the file being loaded
  111704. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111705. * @param fallback defines the fallback internal texture if any
  111706. * @param isBase64 defines whether the texture is encoded as a base64
  111707. * @param isBuffer defines whether the texture data are stored as a buffer
  111708. * @returns true if the loader can load the specified file
  111709. */
  111710. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111711. /**
  111712. * Transform the url before loading if required.
  111713. * @param rootUrl the url of the texture
  111714. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111715. * @returns the transformed texture
  111716. */
  111717. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111718. /**
  111719. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111720. * @param rootUrl the url of the texture
  111721. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111722. * @returns the fallback texture
  111723. */
  111724. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111725. /**
  111726. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111727. * @param data contains the texture data
  111728. * @param texture defines the BabylonJS internal texture
  111729. * @param createPolynomials will be true if polynomials have been requested
  111730. * @param onLoad defines the callback to trigger once the texture is ready
  111731. * @param onError defines the callback to trigger in case of error
  111732. */
  111733. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111734. /**
  111735. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111736. * @param data contains the texture data
  111737. * @param texture defines the BabylonJS internal texture
  111738. * @param callback defines the method to call once ready to upload
  111739. */
  111740. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111741. }
  111742. }
  111743. declare module BABYLON {
  111744. /** @hidden */
  111745. export var rgbdEncodePixelShader: {
  111746. name: string;
  111747. shader: string;
  111748. };
  111749. }
  111750. declare module BABYLON {
  111751. /**
  111752. * Raw texture data and descriptor sufficient for WebGL texture upload
  111753. */
  111754. export interface EnvironmentTextureInfo {
  111755. /**
  111756. * Version of the environment map
  111757. */
  111758. version: number;
  111759. /**
  111760. * Width of image
  111761. */
  111762. width: number;
  111763. /**
  111764. * Irradiance information stored in the file.
  111765. */
  111766. irradiance: any;
  111767. /**
  111768. * Specular information stored in the file.
  111769. */
  111770. specular: any;
  111771. }
  111772. /**
  111773. * Sets of helpers addressing the serialization and deserialization of environment texture
  111774. * stored in a BabylonJS env file.
  111775. * Those files are usually stored as .env files.
  111776. */
  111777. export class EnvironmentTextureTools {
  111778. /**
  111779. * Magic number identifying the env file.
  111780. */
  111781. private static _MagicBytes;
  111782. /**
  111783. * Gets the environment info from an env file.
  111784. * @param data The array buffer containing the .env bytes.
  111785. * @returns the environment file info (the json header) if successfully parsed.
  111786. */
  111787. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  111788. /**
  111789. * Creates an environment texture from a loaded cube texture.
  111790. * @param texture defines the cube texture to convert in env file
  111791. * @return a promise containing the environment data if succesfull.
  111792. */
  111793. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  111794. /**
  111795. * Creates a JSON representation of the spherical data.
  111796. * @param texture defines the texture containing the polynomials
  111797. * @return the JSON representation of the spherical info
  111798. */
  111799. private static _CreateEnvTextureIrradiance;
  111800. /**
  111801. * Uploads the texture info contained in the env file to the GPU.
  111802. * @param texture defines the internal texture to upload to
  111803. * @param arrayBuffer defines the buffer cotaining the data to load
  111804. * @param info defines the texture info retrieved through the GetEnvInfo method
  111805. * @returns a promise
  111806. */
  111807. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  111808. /**
  111809. * Uploads the levels of image data to the GPU.
  111810. * @param texture defines the internal texture to upload to
  111811. * @param imageData defines the array buffer views of image data [mipmap][face]
  111812. * @returns a promise
  111813. */
  111814. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  111815. /**
  111816. * Uploads spherical polynomials information to the texture.
  111817. * @param texture defines the texture we are trying to upload the information to
  111818. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  111819. */
  111820. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  111821. /** @hidden */
  111822. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  111823. }
  111824. }
  111825. declare module BABYLON {
  111826. /**
  111827. * Implementation of the ENV Texture Loader.
  111828. * @hidden
  111829. */
  111830. export class _ENVTextureLoader implements IInternalTextureLoader {
  111831. /**
  111832. * Defines wether the loader supports cascade loading the different faces.
  111833. */
  111834. readonly supportCascades: boolean;
  111835. /**
  111836. * This returns if the loader support the current file information.
  111837. * @param extension defines the file extension of the file being loaded
  111838. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111839. * @param fallback defines the fallback internal texture if any
  111840. * @param isBase64 defines whether the texture is encoded as a base64
  111841. * @param isBuffer defines whether the texture data are stored as a buffer
  111842. * @returns true if the loader can load the specified file
  111843. */
  111844. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111845. /**
  111846. * Transform the url before loading if required.
  111847. * @param rootUrl the url of the texture
  111848. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111849. * @returns the transformed texture
  111850. */
  111851. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111852. /**
  111853. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111854. * @param rootUrl the url of the texture
  111855. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111856. * @returns the fallback texture
  111857. */
  111858. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111859. /**
  111860. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111861. * @param data contains the texture data
  111862. * @param texture defines the BabylonJS internal texture
  111863. * @param createPolynomials will be true if polynomials have been requested
  111864. * @param onLoad defines the callback to trigger once the texture is ready
  111865. * @param onError defines the callback to trigger in case of error
  111866. */
  111867. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111868. /**
  111869. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111870. * @param data contains the texture data
  111871. * @param texture defines the BabylonJS internal texture
  111872. * @param callback defines the method to call once ready to upload
  111873. */
  111874. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111875. }
  111876. }
  111877. declare module BABYLON {
  111878. /**
  111879. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  111880. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  111881. */
  111882. export class KhronosTextureContainer {
  111883. /** contents of the KTX container file */
  111884. arrayBuffer: any;
  111885. private static HEADER_LEN;
  111886. private static COMPRESSED_2D;
  111887. private static COMPRESSED_3D;
  111888. private static TEX_2D;
  111889. private static TEX_3D;
  111890. /**
  111891. * Gets the openGL type
  111892. */
  111893. glType: number;
  111894. /**
  111895. * Gets the openGL type size
  111896. */
  111897. glTypeSize: number;
  111898. /**
  111899. * Gets the openGL format
  111900. */
  111901. glFormat: number;
  111902. /**
  111903. * Gets the openGL internal format
  111904. */
  111905. glInternalFormat: number;
  111906. /**
  111907. * Gets the base internal format
  111908. */
  111909. glBaseInternalFormat: number;
  111910. /**
  111911. * Gets image width in pixel
  111912. */
  111913. pixelWidth: number;
  111914. /**
  111915. * Gets image height in pixel
  111916. */
  111917. pixelHeight: number;
  111918. /**
  111919. * Gets image depth in pixels
  111920. */
  111921. pixelDepth: number;
  111922. /**
  111923. * Gets the number of array elements
  111924. */
  111925. numberOfArrayElements: number;
  111926. /**
  111927. * Gets the number of faces
  111928. */
  111929. numberOfFaces: number;
  111930. /**
  111931. * Gets the number of mipmap levels
  111932. */
  111933. numberOfMipmapLevels: number;
  111934. /**
  111935. * Gets the bytes of key value data
  111936. */
  111937. bytesOfKeyValueData: number;
  111938. /**
  111939. * Gets the load type
  111940. */
  111941. loadType: number;
  111942. /**
  111943. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  111944. */
  111945. isInvalid: boolean;
  111946. /**
  111947. * Creates a new KhronosTextureContainer
  111948. * @param arrayBuffer contents of the KTX container file
  111949. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  111950. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  111951. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  111952. */
  111953. constructor(
  111954. /** contents of the KTX container file */
  111955. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  111956. /**
  111957. * Uploads KTX content to a Babylon Texture.
  111958. * It is assumed that the texture has already been created & is currently bound
  111959. * @hidden
  111960. */
  111961. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  111962. private _upload2DCompressedLevels;
  111963. }
  111964. }
  111965. declare module BABYLON {
  111966. /**
  111967. * Implementation of the KTX Texture Loader.
  111968. * @hidden
  111969. */
  111970. export class _KTXTextureLoader implements IInternalTextureLoader {
  111971. /**
  111972. * Defines wether the loader supports cascade loading the different faces.
  111973. */
  111974. readonly supportCascades: boolean;
  111975. /**
  111976. * This returns if the loader support the current file information.
  111977. * @param extension defines the file extension of the file being loaded
  111978. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111979. * @param fallback defines the fallback internal texture if any
  111980. * @param isBase64 defines whether the texture is encoded as a base64
  111981. * @param isBuffer defines whether the texture data are stored as a buffer
  111982. * @returns true if the loader can load the specified file
  111983. */
  111984. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111985. /**
  111986. * Transform the url before loading if required.
  111987. * @param rootUrl the url of the texture
  111988. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111989. * @returns the transformed texture
  111990. */
  111991. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111992. /**
  111993. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111994. * @param rootUrl the url of the texture
  111995. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111996. * @returns the fallback texture
  111997. */
  111998. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111999. /**
  112000. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112001. * @param data contains the texture data
  112002. * @param texture defines the BabylonJS internal texture
  112003. * @param createPolynomials will be true if polynomials have been requested
  112004. * @param onLoad defines the callback to trigger once the texture is ready
  112005. * @param onError defines the callback to trigger in case of error
  112006. */
  112007. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112008. /**
  112009. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112010. * @param data contains the texture data
  112011. * @param texture defines the BabylonJS internal texture
  112012. * @param callback defines the method to call once ready to upload
  112013. */
  112014. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  112015. }
  112016. }
  112017. declare module BABYLON {
  112018. /**
  112019. * Options for the default xr helper
  112020. */
  112021. export class WebXRDefaultExperienceOptions {
  112022. /**
  112023. * Floor meshes that should be used for teleporting
  112024. */
  112025. floorMeshes: Array<AbstractMesh>;
  112026. }
  112027. /**
  112028. * Default experience which provides a similar setup to the previous webVRExperience
  112029. */
  112030. export class WebXRDefaultExperience {
  112031. /**
  112032. * Base experience
  112033. */
  112034. baseExperience: WebXRExperienceHelper;
  112035. /**
  112036. * Input experience extension
  112037. */
  112038. input: WebXRInput;
  112039. /**
  112040. * Loads the controller models
  112041. */
  112042. controllerModelLoader: WebXRControllerModelLoader;
  112043. /**
  112044. * Enables laser pointer and selection
  112045. */
  112046. pointerSelection: WebXRControllerPointerSelection;
  112047. /**
  112048. * Enables teleportation
  112049. */
  112050. teleportation: WebXRControllerTeleportation;
  112051. /**
  112052. * Enables ui for enetering/exiting xr
  112053. */
  112054. enterExitUI: WebXREnterExitUI;
  112055. /**
  112056. * Default output canvas xr should render to
  112057. */
  112058. outputCanvas: WebXRManagedOutputCanvas;
  112059. /**
  112060. * Creates the default xr experience
  112061. * @param scene scene
  112062. * @param options options for basic configuration
  112063. * @returns resulting WebXRDefaultExperience
  112064. */
  112065. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112066. private constructor();
  112067. /**
  112068. * DIsposes of the experience helper
  112069. */
  112070. dispose(): void;
  112071. }
  112072. }
  112073. declare module BABYLON {
  112074. /** @hidden */
  112075. export var _forceSceneHelpersToBundle: boolean;
  112076. interface Scene {
  112077. /**
  112078. * Creates a default light for the scene.
  112079. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  112080. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  112081. */
  112082. createDefaultLight(replace?: boolean): void;
  112083. /**
  112084. * Creates a default camera for the scene.
  112085. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  112086. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112087. * @param replace has default false, when true replaces the active camera in the scene
  112088. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  112089. */
  112090. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112091. /**
  112092. * Creates a default camera and a default light.
  112093. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  112094. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112095. * @param replace has the default false, when true replaces the active camera/light in the scene
  112096. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  112097. */
  112098. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112099. /**
  112100. * Creates a new sky box
  112101. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  112102. * @param environmentTexture defines the texture to use as environment texture
  112103. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  112104. * @param scale defines the overall scale of the skybox
  112105. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  112106. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  112107. * @returns a new mesh holding the sky box
  112108. */
  112109. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  112110. /**
  112111. * Creates a new environment
  112112. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  112113. * @param options defines the options you can use to configure the environment
  112114. * @returns the new EnvironmentHelper
  112115. */
  112116. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  112117. /**
  112118. * Creates a new VREXperienceHelper
  112119. * @see http://doc.babylonjs.com/how_to/webvr_helper
  112120. * @param webVROptions defines the options used to create the new VREXperienceHelper
  112121. * @returns a new VREXperienceHelper
  112122. */
  112123. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  112124. /**
  112125. * Creates a new WebXRDefaultExperience
  112126. * @see http://doc.babylonjs.com/how_to/webxr
  112127. * @param options experience options
  112128. * @returns a promise for a new WebXRDefaultExperience
  112129. */
  112130. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112131. }
  112132. }
  112133. declare module BABYLON {
  112134. /**
  112135. * Contains position and normal vectors for a vertex
  112136. */
  112137. export class PositionNormalVertex {
  112138. /** the position of the vertex (defaut: 0,0,0) */
  112139. position: Vector3;
  112140. /** the normal of the vertex (defaut: 0,1,0) */
  112141. normal: Vector3;
  112142. /**
  112143. * Creates a PositionNormalVertex
  112144. * @param position the position of the vertex (defaut: 0,0,0)
  112145. * @param normal the normal of the vertex (defaut: 0,1,0)
  112146. */
  112147. constructor(
  112148. /** the position of the vertex (defaut: 0,0,0) */
  112149. position?: Vector3,
  112150. /** the normal of the vertex (defaut: 0,1,0) */
  112151. normal?: Vector3);
  112152. /**
  112153. * Clones the PositionNormalVertex
  112154. * @returns the cloned PositionNormalVertex
  112155. */
  112156. clone(): PositionNormalVertex;
  112157. }
  112158. /**
  112159. * Contains position, normal and uv vectors for a vertex
  112160. */
  112161. export class PositionNormalTextureVertex {
  112162. /** the position of the vertex (defaut: 0,0,0) */
  112163. position: Vector3;
  112164. /** the normal of the vertex (defaut: 0,1,0) */
  112165. normal: Vector3;
  112166. /** the uv of the vertex (default: 0,0) */
  112167. uv: Vector2;
  112168. /**
  112169. * Creates a PositionNormalTextureVertex
  112170. * @param position the position of the vertex (defaut: 0,0,0)
  112171. * @param normal the normal of the vertex (defaut: 0,1,0)
  112172. * @param uv the uv of the vertex (default: 0,0)
  112173. */
  112174. constructor(
  112175. /** the position of the vertex (defaut: 0,0,0) */
  112176. position?: Vector3,
  112177. /** the normal of the vertex (defaut: 0,1,0) */
  112178. normal?: Vector3,
  112179. /** the uv of the vertex (default: 0,0) */
  112180. uv?: Vector2);
  112181. /**
  112182. * Clones the PositionNormalTextureVertex
  112183. * @returns the cloned PositionNormalTextureVertex
  112184. */
  112185. clone(): PositionNormalTextureVertex;
  112186. }
  112187. }
  112188. declare module BABYLON {
  112189. /**
  112190. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  112191. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  112192. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  112193. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112194. */
  112195. export class VideoDome extends TransformNode {
  112196. /**
  112197. * Define the video source as a Monoscopic panoramic 360 video.
  112198. */
  112199. static readonly MODE_MONOSCOPIC: number;
  112200. /**
  112201. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112202. */
  112203. static readonly MODE_TOPBOTTOM: number;
  112204. /**
  112205. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112206. */
  112207. static readonly MODE_SIDEBYSIDE: number;
  112208. private _halfDome;
  112209. private _useDirectMapping;
  112210. /**
  112211. * The video texture being displayed on the sphere
  112212. */
  112213. protected _videoTexture: VideoTexture;
  112214. /**
  112215. * Gets the video texture being displayed on the sphere
  112216. */
  112217. readonly videoTexture: VideoTexture;
  112218. /**
  112219. * The skybox material
  112220. */
  112221. protected _material: BackgroundMaterial;
  112222. /**
  112223. * The surface used for the skybox
  112224. */
  112225. protected _mesh: Mesh;
  112226. /**
  112227. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  112228. */
  112229. private _halfDomeMask;
  112230. /**
  112231. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112232. * Also see the options.resolution property.
  112233. */
  112234. fovMultiplier: number;
  112235. private _videoMode;
  112236. /**
  112237. * Gets or set the current video mode for the video. It can be:
  112238. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  112239. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112240. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112241. */
  112242. videoMode: number;
  112243. /**
  112244. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  112245. *
  112246. */
  112247. /**
  112248. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  112249. */
  112250. halfDome: boolean;
  112251. /**
  112252. * Oberserver used in Stereoscopic VR Mode.
  112253. */
  112254. private _onBeforeCameraRenderObserver;
  112255. /**
  112256. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  112257. * @param name Element's name, child elements will append suffixes for their own names.
  112258. * @param urlsOrVideo defines the url(s) or the video element to use
  112259. * @param options An object containing optional or exposed sub element properties
  112260. */
  112261. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  112262. resolution?: number;
  112263. clickToPlay?: boolean;
  112264. autoPlay?: boolean;
  112265. loop?: boolean;
  112266. size?: number;
  112267. poster?: string;
  112268. faceForward?: boolean;
  112269. useDirectMapping?: boolean;
  112270. halfDomeMode?: boolean;
  112271. }, scene: Scene);
  112272. private _changeVideoMode;
  112273. /**
  112274. * Releases resources associated with this node.
  112275. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  112276. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  112277. */
  112278. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  112279. }
  112280. }
  112281. declare module BABYLON {
  112282. /**
  112283. * This class can be used to get instrumentation data from a Babylon engine
  112284. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112285. */
  112286. export class EngineInstrumentation implements IDisposable {
  112287. /**
  112288. * Define the instrumented engine.
  112289. */
  112290. engine: Engine;
  112291. private _captureGPUFrameTime;
  112292. private _gpuFrameTimeToken;
  112293. private _gpuFrameTime;
  112294. private _captureShaderCompilationTime;
  112295. private _shaderCompilationTime;
  112296. private _onBeginFrameObserver;
  112297. private _onEndFrameObserver;
  112298. private _onBeforeShaderCompilationObserver;
  112299. private _onAfterShaderCompilationObserver;
  112300. /**
  112301. * Gets the perf counter used for GPU frame time
  112302. */
  112303. readonly gpuFrameTimeCounter: PerfCounter;
  112304. /**
  112305. * Gets the GPU frame time capture status
  112306. */
  112307. /**
  112308. * Enable or disable the GPU frame time capture
  112309. */
  112310. captureGPUFrameTime: boolean;
  112311. /**
  112312. * Gets the perf counter used for shader compilation time
  112313. */
  112314. readonly shaderCompilationTimeCounter: PerfCounter;
  112315. /**
  112316. * Gets the shader compilation time capture status
  112317. */
  112318. /**
  112319. * Enable or disable the shader compilation time capture
  112320. */
  112321. captureShaderCompilationTime: boolean;
  112322. /**
  112323. * Instantiates a new engine instrumentation.
  112324. * This class can be used to get instrumentation data from a Babylon engine
  112325. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112326. * @param engine Defines the engine to instrument
  112327. */
  112328. constructor(
  112329. /**
  112330. * Define the instrumented engine.
  112331. */
  112332. engine: Engine);
  112333. /**
  112334. * Dispose and release associated resources.
  112335. */
  112336. dispose(): void;
  112337. }
  112338. }
  112339. declare module BABYLON {
  112340. /**
  112341. * This class can be used to get instrumentation data from a Babylon engine
  112342. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112343. */
  112344. export class SceneInstrumentation implements IDisposable {
  112345. /**
  112346. * Defines the scene to instrument
  112347. */
  112348. scene: Scene;
  112349. private _captureActiveMeshesEvaluationTime;
  112350. private _activeMeshesEvaluationTime;
  112351. private _captureRenderTargetsRenderTime;
  112352. private _renderTargetsRenderTime;
  112353. private _captureFrameTime;
  112354. private _frameTime;
  112355. private _captureRenderTime;
  112356. private _renderTime;
  112357. private _captureInterFrameTime;
  112358. private _interFrameTime;
  112359. private _captureParticlesRenderTime;
  112360. private _particlesRenderTime;
  112361. private _captureSpritesRenderTime;
  112362. private _spritesRenderTime;
  112363. private _capturePhysicsTime;
  112364. private _physicsTime;
  112365. private _captureAnimationsTime;
  112366. private _animationsTime;
  112367. private _captureCameraRenderTime;
  112368. private _cameraRenderTime;
  112369. private _onBeforeActiveMeshesEvaluationObserver;
  112370. private _onAfterActiveMeshesEvaluationObserver;
  112371. private _onBeforeRenderTargetsRenderObserver;
  112372. private _onAfterRenderTargetsRenderObserver;
  112373. private _onAfterRenderObserver;
  112374. private _onBeforeDrawPhaseObserver;
  112375. private _onAfterDrawPhaseObserver;
  112376. private _onBeforeAnimationsObserver;
  112377. private _onBeforeParticlesRenderingObserver;
  112378. private _onAfterParticlesRenderingObserver;
  112379. private _onBeforeSpritesRenderingObserver;
  112380. private _onAfterSpritesRenderingObserver;
  112381. private _onBeforePhysicsObserver;
  112382. private _onAfterPhysicsObserver;
  112383. private _onAfterAnimationsObserver;
  112384. private _onBeforeCameraRenderObserver;
  112385. private _onAfterCameraRenderObserver;
  112386. /**
  112387. * Gets the perf counter used for active meshes evaluation time
  112388. */
  112389. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  112390. /**
  112391. * Gets the active meshes evaluation time capture status
  112392. */
  112393. /**
  112394. * Enable or disable the active meshes evaluation time capture
  112395. */
  112396. captureActiveMeshesEvaluationTime: boolean;
  112397. /**
  112398. * Gets the perf counter used for render targets render time
  112399. */
  112400. readonly renderTargetsRenderTimeCounter: PerfCounter;
  112401. /**
  112402. * Gets the render targets render time capture status
  112403. */
  112404. /**
  112405. * Enable or disable the render targets render time capture
  112406. */
  112407. captureRenderTargetsRenderTime: boolean;
  112408. /**
  112409. * Gets the perf counter used for particles render time
  112410. */
  112411. readonly particlesRenderTimeCounter: PerfCounter;
  112412. /**
  112413. * Gets the particles render time capture status
  112414. */
  112415. /**
  112416. * Enable or disable the particles render time capture
  112417. */
  112418. captureParticlesRenderTime: boolean;
  112419. /**
  112420. * Gets the perf counter used for sprites render time
  112421. */
  112422. readonly spritesRenderTimeCounter: PerfCounter;
  112423. /**
  112424. * Gets the sprites render time capture status
  112425. */
  112426. /**
  112427. * Enable or disable the sprites render time capture
  112428. */
  112429. captureSpritesRenderTime: boolean;
  112430. /**
  112431. * Gets the perf counter used for physics time
  112432. */
  112433. readonly physicsTimeCounter: PerfCounter;
  112434. /**
  112435. * Gets the physics time capture status
  112436. */
  112437. /**
  112438. * Enable or disable the physics time capture
  112439. */
  112440. capturePhysicsTime: boolean;
  112441. /**
  112442. * Gets the perf counter used for animations time
  112443. */
  112444. readonly animationsTimeCounter: PerfCounter;
  112445. /**
  112446. * Gets the animations time capture status
  112447. */
  112448. /**
  112449. * Enable or disable the animations time capture
  112450. */
  112451. captureAnimationsTime: boolean;
  112452. /**
  112453. * Gets the perf counter used for frame time capture
  112454. */
  112455. readonly frameTimeCounter: PerfCounter;
  112456. /**
  112457. * Gets the frame time capture status
  112458. */
  112459. /**
  112460. * Enable or disable the frame time capture
  112461. */
  112462. captureFrameTime: boolean;
  112463. /**
  112464. * Gets the perf counter used for inter-frames time capture
  112465. */
  112466. readonly interFrameTimeCounter: PerfCounter;
  112467. /**
  112468. * Gets the inter-frames time capture status
  112469. */
  112470. /**
  112471. * Enable or disable the inter-frames time capture
  112472. */
  112473. captureInterFrameTime: boolean;
  112474. /**
  112475. * Gets the perf counter used for render time capture
  112476. */
  112477. readonly renderTimeCounter: PerfCounter;
  112478. /**
  112479. * Gets the render time capture status
  112480. */
  112481. /**
  112482. * Enable or disable the render time capture
  112483. */
  112484. captureRenderTime: boolean;
  112485. /**
  112486. * Gets the perf counter used for camera render time capture
  112487. */
  112488. readonly cameraRenderTimeCounter: PerfCounter;
  112489. /**
  112490. * Gets the camera render time capture status
  112491. */
  112492. /**
  112493. * Enable or disable the camera render time capture
  112494. */
  112495. captureCameraRenderTime: boolean;
  112496. /**
  112497. * Gets the perf counter used for draw calls
  112498. */
  112499. readonly drawCallsCounter: PerfCounter;
  112500. /**
  112501. * Instantiates a new scene instrumentation.
  112502. * This class can be used to get instrumentation data from a Babylon engine
  112503. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112504. * @param scene Defines the scene to instrument
  112505. */
  112506. constructor(
  112507. /**
  112508. * Defines the scene to instrument
  112509. */
  112510. scene: Scene);
  112511. /**
  112512. * Dispose and release associated resources.
  112513. */
  112514. dispose(): void;
  112515. }
  112516. }
  112517. declare module BABYLON {
  112518. /** @hidden */
  112519. export var glowMapGenerationPixelShader: {
  112520. name: string;
  112521. shader: string;
  112522. };
  112523. }
  112524. declare module BABYLON {
  112525. /** @hidden */
  112526. export var glowMapGenerationVertexShader: {
  112527. name: string;
  112528. shader: string;
  112529. };
  112530. }
  112531. declare module BABYLON {
  112532. /**
  112533. * Effect layer options. This helps customizing the behaviour
  112534. * of the effect layer.
  112535. */
  112536. export interface IEffectLayerOptions {
  112537. /**
  112538. * Multiplication factor apply to the canvas size to compute the render target size
  112539. * used to generated the objects (the smaller the faster).
  112540. */
  112541. mainTextureRatio: number;
  112542. /**
  112543. * Enforces a fixed size texture to ensure effect stability across devices.
  112544. */
  112545. mainTextureFixedSize?: number;
  112546. /**
  112547. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  112548. */
  112549. alphaBlendingMode: number;
  112550. /**
  112551. * The camera attached to the layer.
  112552. */
  112553. camera: Nullable<Camera>;
  112554. /**
  112555. * The rendering group to draw the layer in.
  112556. */
  112557. renderingGroupId: number;
  112558. }
  112559. /**
  112560. * The effect layer Helps adding post process effect blended with the main pass.
  112561. *
  112562. * This can be for instance use to generate glow or higlight effects on the scene.
  112563. *
  112564. * The effect layer class can not be used directly and is intented to inherited from to be
  112565. * customized per effects.
  112566. */
  112567. export abstract class EffectLayer {
  112568. private _vertexBuffers;
  112569. private _indexBuffer;
  112570. private _cachedDefines;
  112571. private _effectLayerMapGenerationEffect;
  112572. private _effectLayerOptions;
  112573. private _mergeEffect;
  112574. protected _scene: Scene;
  112575. protected _engine: Engine;
  112576. protected _maxSize: number;
  112577. protected _mainTextureDesiredSize: ISize;
  112578. protected _mainTexture: RenderTargetTexture;
  112579. protected _shouldRender: boolean;
  112580. protected _postProcesses: PostProcess[];
  112581. protected _textures: BaseTexture[];
  112582. protected _emissiveTextureAndColor: {
  112583. texture: Nullable<BaseTexture>;
  112584. color: Color4;
  112585. };
  112586. /**
  112587. * The name of the layer
  112588. */
  112589. name: string;
  112590. /**
  112591. * The clear color of the texture used to generate the glow map.
  112592. */
  112593. neutralColor: Color4;
  112594. /**
  112595. * Specifies wether the highlight layer is enabled or not.
  112596. */
  112597. isEnabled: boolean;
  112598. /**
  112599. * Gets the camera attached to the layer.
  112600. */
  112601. readonly camera: Nullable<Camera>;
  112602. /**
  112603. * Gets the rendering group id the layer should render in.
  112604. */
  112605. renderingGroupId: number;
  112606. /**
  112607. * An event triggered when the effect layer has been disposed.
  112608. */
  112609. onDisposeObservable: Observable<EffectLayer>;
  112610. /**
  112611. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112612. */
  112613. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  112614. /**
  112615. * An event triggered when the generated texture is being merged in the scene.
  112616. */
  112617. onBeforeComposeObservable: Observable<EffectLayer>;
  112618. /**
  112619. * An event triggered when the generated texture has been merged in the scene.
  112620. */
  112621. onAfterComposeObservable: Observable<EffectLayer>;
  112622. /**
  112623. * An event triggered when the efffect layer changes its size.
  112624. */
  112625. onSizeChangedObservable: Observable<EffectLayer>;
  112626. /** @hidden */
  112627. static _SceneComponentInitialization: (scene: Scene) => void;
  112628. /**
  112629. * Instantiates a new effect Layer and references it in the scene.
  112630. * @param name The name of the layer
  112631. * @param scene The scene to use the layer in
  112632. */
  112633. constructor(
  112634. /** The Friendly of the effect in the scene */
  112635. name: string, scene: Scene);
  112636. /**
  112637. * Get the effect name of the layer.
  112638. * @return The effect name
  112639. */
  112640. abstract getEffectName(): string;
  112641. /**
  112642. * Checks for the readiness of the element composing the layer.
  112643. * @param subMesh the mesh to check for
  112644. * @param useInstances specify wether or not to use instances to render the mesh
  112645. * @return true if ready otherwise, false
  112646. */
  112647. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112648. /**
  112649. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112650. * @returns true if the effect requires stencil during the main canvas render pass.
  112651. */
  112652. abstract needStencil(): boolean;
  112653. /**
  112654. * Create the merge effect. This is the shader use to blit the information back
  112655. * to the main canvas at the end of the scene rendering.
  112656. * @returns The effect containing the shader used to merge the effect on the main canvas
  112657. */
  112658. protected abstract _createMergeEffect(): Effect;
  112659. /**
  112660. * Creates the render target textures and post processes used in the effect layer.
  112661. */
  112662. protected abstract _createTextureAndPostProcesses(): void;
  112663. /**
  112664. * Implementation specific of rendering the generating effect on the main canvas.
  112665. * @param effect The effect used to render through
  112666. */
  112667. protected abstract _internalRender(effect: Effect): void;
  112668. /**
  112669. * Sets the required values for both the emissive texture and and the main color.
  112670. */
  112671. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112672. /**
  112673. * Free any resources and references associated to a mesh.
  112674. * Internal use
  112675. * @param mesh The mesh to free.
  112676. */
  112677. abstract _disposeMesh(mesh: Mesh): void;
  112678. /**
  112679. * Serializes this layer (Glow or Highlight for example)
  112680. * @returns a serialized layer object
  112681. */
  112682. abstract serialize?(): any;
  112683. /**
  112684. * Initializes the effect layer with the required options.
  112685. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  112686. */
  112687. protected _init(options: Partial<IEffectLayerOptions>): void;
  112688. /**
  112689. * Generates the index buffer of the full screen quad blending to the main canvas.
  112690. */
  112691. private _generateIndexBuffer;
  112692. /**
  112693. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  112694. */
  112695. private _generateVertexBuffer;
  112696. /**
  112697. * Sets the main texture desired size which is the closest power of two
  112698. * of the engine canvas size.
  112699. */
  112700. private _setMainTextureSize;
  112701. /**
  112702. * Creates the main texture for the effect layer.
  112703. */
  112704. protected _createMainTexture(): void;
  112705. /**
  112706. * Adds specific effects defines.
  112707. * @param defines The defines to add specifics to.
  112708. */
  112709. protected _addCustomEffectDefines(defines: string[]): void;
  112710. /**
  112711. * Checks for the readiness of the element composing the layer.
  112712. * @param subMesh the mesh to check for
  112713. * @param useInstances specify wether or not to use instances to render the mesh
  112714. * @param emissiveTexture the associated emissive texture used to generate the glow
  112715. * @return true if ready otherwise, false
  112716. */
  112717. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  112718. /**
  112719. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112720. */
  112721. render(): void;
  112722. /**
  112723. * Determine if a given mesh will be used in the current effect.
  112724. * @param mesh mesh to test
  112725. * @returns true if the mesh will be used
  112726. */
  112727. hasMesh(mesh: AbstractMesh): boolean;
  112728. /**
  112729. * Returns true if the layer contains information to display, otherwise false.
  112730. * @returns true if the glow layer should be rendered
  112731. */
  112732. shouldRender(): boolean;
  112733. /**
  112734. * Returns true if the mesh should render, otherwise false.
  112735. * @param mesh The mesh to render
  112736. * @returns true if it should render otherwise false
  112737. */
  112738. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  112739. /**
  112740. * Returns true if the mesh can be rendered, otherwise false.
  112741. * @param mesh The mesh to render
  112742. * @param material The material used on the mesh
  112743. * @returns true if it can be rendered otherwise false
  112744. */
  112745. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112746. /**
  112747. * Returns true if the mesh should render, otherwise false.
  112748. * @param mesh The mesh to render
  112749. * @returns true if it should render otherwise false
  112750. */
  112751. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  112752. /**
  112753. * Renders the submesh passed in parameter to the generation map.
  112754. */
  112755. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  112756. /**
  112757. * Rebuild the required buffers.
  112758. * @hidden Internal use only.
  112759. */
  112760. _rebuild(): void;
  112761. /**
  112762. * Dispose only the render target textures and post process.
  112763. */
  112764. private _disposeTextureAndPostProcesses;
  112765. /**
  112766. * Dispose the highlight layer and free resources.
  112767. */
  112768. dispose(): void;
  112769. /**
  112770. * Gets the class name of the effect layer
  112771. * @returns the string with the class name of the effect layer
  112772. */
  112773. getClassName(): string;
  112774. /**
  112775. * Creates an effect layer from parsed effect layer data
  112776. * @param parsedEffectLayer defines effect layer data
  112777. * @param scene defines the current scene
  112778. * @param rootUrl defines the root URL containing the effect layer information
  112779. * @returns a parsed effect Layer
  112780. */
  112781. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  112782. }
  112783. }
  112784. declare module BABYLON {
  112785. interface AbstractScene {
  112786. /**
  112787. * The list of effect layers (highlights/glow) added to the scene
  112788. * @see http://doc.babylonjs.com/how_to/highlight_layer
  112789. * @see http://doc.babylonjs.com/how_to/glow_layer
  112790. */
  112791. effectLayers: Array<EffectLayer>;
  112792. /**
  112793. * Removes the given effect layer from this scene.
  112794. * @param toRemove defines the effect layer to remove
  112795. * @returns the index of the removed effect layer
  112796. */
  112797. removeEffectLayer(toRemove: EffectLayer): number;
  112798. /**
  112799. * Adds the given effect layer to this scene
  112800. * @param newEffectLayer defines the effect layer to add
  112801. */
  112802. addEffectLayer(newEffectLayer: EffectLayer): void;
  112803. }
  112804. /**
  112805. * Defines the layer scene component responsible to manage any effect layers
  112806. * in a given scene.
  112807. */
  112808. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  112809. /**
  112810. * The component name helpfull to identify the component in the list of scene components.
  112811. */
  112812. readonly name: string;
  112813. /**
  112814. * The scene the component belongs to.
  112815. */
  112816. scene: Scene;
  112817. private _engine;
  112818. private _renderEffects;
  112819. private _needStencil;
  112820. private _previousStencilState;
  112821. /**
  112822. * Creates a new instance of the component for the given scene
  112823. * @param scene Defines the scene to register the component in
  112824. */
  112825. constructor(scene: Scene);
  112826. /**
  112827. * Registers the component in a given scene
  112828. */
  112829. register(): void;
  112830. /**
  112831. * Rebuilds the elements related to this component in case of
  112832. * context lost for instance.
  112833. */
  112834. rebuild(): void;
  112835. /**
  112836. * Serializes the component data to the specified json object
  112837. * @param serializationObject The object to serialize to
  112838. */
  112839. serialize(serializationObject: any): void;
  112840. /**
  112841. * Adds all the elements from the container to the scene
  112842. * @param container the container holding the elements
  112843. */
  112844. addFromContainer(container: AbstractScene): void;
  112845. /**
  112846. * Removes all the elements in the container from the scene
  112847. * @param container contains the elements to remove
  112848. * @param dispose if the removed element should be disposed (default: false)
  112849. */
  112850. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112851. /**
  112852. * Disposes the component and the associated ressources.
  112853. */
  112854. dispose(): void;
  112855. private _isReadyForMesh;
  112856. private _renderMainTexture;
  112857. private _setStencil;
  112858. private _setStencilBack;
  112859. private _draw;
  112860. private _drawCamera;
  112861. private _drawRenderingGroup;
  112862. }
  112863. }
  112864. declare module BABYLON {
  112865. /** @hidden */
  112866. export var glowMapMergePixelShader: {
  112867. name: string;
  112868. shader: string;
  112869. };
  112870. }
  112871. declare module BABYLON {
  112872. /** @hidden */
  112873. export var glowMapMergeVertexShader: {
  112874. name: string;
  112875. shader: string;
  112876. };
  112877. }
  112878. declare module BABYLON {
  112879. interface AbstractScene {
  112880. /**
  112881. * Return a the first highlight layer of the scene with a given name.
  112882. * @param name The name of the highlight layer to look for.
  112883. * @return The highlight layer if found otherwise null.
  112884. */
  112885. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  112886. }
  112887. /**
  112888. * Glow layer options. This helps customizing the behaviour
  112889. * of the glow layer.
  112890. */
  112891. export interface IGlowLayerOptions {
  112892. /**
  112893. * Multiplication factor apply to the canvas size to compute the render target size
  112894. * used to generated the glowing objects (the smaller the faster).
  112895. */
  112896. mainTextureRatio: number;
  112897. /**
  112898. * Enforces a fixed size texture to ensure resize independant blur.
  112899. */
  112900. mainTextureFixedSize?: number;
  112901. /**
  112902. * How big is the kernel of the blur texture.
  112903. */
  112904. blurKernelSize: number;
  112905. /**
  112906. * The camera attached to the layer.
  112907. */
  112908. camera: Nullable<Camera>;
  112909. /**
  112910. * Enable MSAA by chosing the number of samples.
  112911. */
  112912. mainTextureSamples?: number;
  112913. /**
  112914. * The rendering group to draw the layer in.
  112915. */
  112916. renderingGroupId: number;
  112917. }
  112918. /**
  112919. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112920. *
  112921. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112922. * glowy meshes to your scene.
  112923. *
  112924. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112925. */
  112926. export class GlowLayer extends EffectLayer {
  112927. /**
  112928. * Effect Name of the layer.
  112929. */
  112930. static readonly EffectName: string;
  112931. /**
  112932. * The default blur kernel size used for the glow.
  112933. */
  112934. static DefaultBlurKernelSize: number;
  112935. /**
  112936. * The default texture size ratio used for the glow.
  112937. */
  112938. static DefaultTextureRatio: number;
  112939. /**
  112940. * Sets the kernel size of the blur.
  112941. */
  112942. /**
  112943. * Gets the kernel size of the blur.
  112944. */
  112945. blurKernelSize: number;
  112946. /**
  112947. * Sets the glow intensity.
  112948. */
  112949. /**
  112950. * Gets the glow intensity.
  112951. */
  112952. intensity: number;
  112953. private _options;
  112954. private _intensity;
  112955. private _horizontalBlurPostprocess1;
  112956. private _verticalBlurPostprocess1;
  112957. private _horizontalBlurPostprocess2;
  112958. private _verticalBlurPostprocess2;
  112959. private _blurTexture1;
  112960. private _blurTexture2;
  112961. private _postProcesses1;
  112962. private _postProcesses2;
  112963. private _includedOnlyMeshes;
  112964. private _excludedMeshes;
  112965. /**
  112966. * Callback used to let the user override the color selection on a per mesh basis
  112967. */
  112968. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  112969. /**
  112970. * Callback used to let the user override the texture selection on a per mesh basis
  112971. */
  112972. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  112973. /**
  112974. * Instantiates a new glow Layer and references it to the scene.
  112975. * @param name The name of the layer
  112976. * @param scene The scene to use the layer in
  112977. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112978. */
  112979. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  112980. /**
  112981. * Get the effect name of the layer.
  112982. * @return The effect name
  112983. */
  112984. getEffectName(): string;
  112985. /**
  112986. * Create the merge effect. This is the shader use to blit the information back
  112987. * to the main canvas at the end of the scene rendering.
  112988. */
  112989. protected _createMergeEffect(): Effect;
  112990. /**
  112991. * Creates the render target textures and post processes used in the glow layer.
  112992. */
  112993. protected _createTextureAndPostProcesses(): void;
  112994. /**
  112995. * Checks for the readiness of the element composing the layer.
  112996. * @param subMesh the mesh to check for
  112997. * @param useInstances specify wether or not to use instances to render the mesh
  112998. * @param emissiveTexture the associated emissive texture used to generate the glow
  112999. * @return true if ready otherwise, false
  113000. */
  113001. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113002. /**
  113003. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113004. */
  113005. needStencil(): boolean;
  113006. /**
  113007. * Returns true if the mesh can be rendered, otherwise false.
  113008. * @param mesh The mesh to render
  113009. * @param material The material used on the mesh
  113010. * @returns true if it can be rendered otherwise false
  113011. */
  113012. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113013. /**
  113014. * Implementation specific of rendering the generating effect on the main canvas.
  113015. * @param effect The effect used to render through
  113016. */
  113017. protected _internalRender(effect: Effect): void;
  113018. /**
  113019. * Sets the required values for both the emissive texture and and the main color.
  113020. */
  113021. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113022. /**
  113023. * Returns true if the mesh should render, otherwise false.
  113024. * @param mesh The mesh to render
  113025. * @returns true if it should render otherwise false
  113026. */
  113027. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113028. /**
  113029. * Adds specific effects defines.
  113030. * @param defines The defines to add specifics to.
  113031. */
  113032. protected _addCustomEffectDefines(defines: string[]): void;
  113033. /**
  113034. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113035. * @param mesh The mesh to exclude from the glow layer
  113036. */
  113037. addExcludedMesh(mesh: Mesh): void;
  113038. /**
  113039. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113040. * @param mesh The mesh to remove
  113041. */
  113042. removeExcludedMesh(mesh: Mesh): void;
  113043. /**
  113044. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113045. * @param mesh The mesh to include in the glow layer
  113046. */
  113047. addIncludedOnlyMesh(mesh: Mesh): void;
  113048. /**
  113049. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113050. * @param mesh The mesh to remove
  113051. */
  113052. removeIncludedOnlyMesh(mesh: Mesh): void;
  113053. /**
  113054. * Determine if a given mesh will be used in the glow layer
  113055. * @param mesh The mesh to test
  113056. * @returns true if the mesh will be highlighted by the current glow layer
  113057. */
  113058. hasMesh(mesh: AbstractMesh): boolean;
  113059. /**
  113060. * Free any resources and references associated to a mesh.
  113061. * Internal use
  113062. * @param mesh The mesh to free.
  113063. * @hidden
  113064. */
  113065. _disposeMesh(mesh: Mesh): void;
  113066. /**
  113067. * Gets the class name of the effect layer
  113068. * @returns the string with the class name of the effect layer
  113069. */
  113070. getClassName(): string;
  113071. /**
  113072. * Serializes this glow layer
  113073. * @returns a serialized glow layer object
  113074. */
  113075. serialize(): any;
  113076. /**
  113077. * Creates a Glow Layer from parsed glow layer data
  113078. * @param parsedGlowLayer defines glow layer data
  113079. * @param scene defines the current scene
  113080. * @param rootUrl defines the root URL containing the glow layer information
  113081. * @returns a parsed Glow Layer
  113082. */
  113083. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  113084. }
  113085. }
  113086. declare module BABYLON {
  113087. /** @hidden */
  113088. export var glowBlurPostProcessPixelShader: {
  113089. name: string;
  113090. shader: string;
  113091. };
  113092. }
  113093. declare module BABYLON {
  113094. interface AbstractScene {
  113095. /**
  113096. * Return a the first highlight layer of the scene with a given name.
  113097. * @param name The name of the highlight layer to look for.
  113098. * @return The highlight layer if found otherwise null.
  113099. */
  113100. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  113101. }
  113102. /**
  113103. * Highlight layer options. This helps customizing the behaviour
  113104. * of the highlight layer.
  113105. */
  113106. export interface IHighlightLayerOptions {
  113107. /**
  113108. * Multiplication factor apply to the canvas size to compute the render target size
  113109. * used to generated the glowing objects (the smaller the faster).
  113110. */
  113111. mainTextureRatio: number;
  113112. /**
  113113. * Enforces a fixed size texture to ensure resize independant blur.
  113114. */
  113115. mainTextureFixedSize?: number;
  113116. /**
  113117. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  113118. * of the picture to blur (the smaller the faster).
  113119. */
  113120. blurTextureSizeRatio: number;
  113121. /**
  113122. * How big in texel of the blur texture is the vertical blur.
  113123. */
  113124. blurVerticalSize: number;
  113125. /**
  113126. * How big in texel of the blur texture is the horizontal blur.
  113127. */
  113128. blurHorizontalSize: number;
  113129. /**
  113130. * Alpha blending mode used to apply the blur. Default is combine.
  113131. */
  113132. alphaBlendingMode: number;
  113133. /**
  113134. * The camera attached to the layer.
  113135. */
  113136. camera: Nullable<Camera>;
  113137. /**
  113138. * Should we display highlight as a solid stroke?
  113139. */
  113140. isStroke?: boolean;
  113141. /**
  113142. * The rendering group to draw the layer in.
  113143. */
  113144. renderingGroupId: number;
  113145. }
  113146. /**
  113147. * The highlight layer Helps adding a glow effect around a mesh.
  113148. *
  113149. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113150. * glowy meshes to your scene.
  113151. *
  113152. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113153. */
  113154. export class HighlightLayer extends EffectLayer {
  113155. name: string;
  113156. /**
  113157. * Effect Name of the highlight layer.
  113158. */
  113159. static readonly EffectName: string;
  113160. /**
  113161. * The neutral color used during the preparation of the glow effect.
  113162. * This is black by default as the blend operation is a blend operation.
  113163. */
  113164. static NeutralColor: Color4;
  113165. /**
  113166. * Stencil value used for glowing meshes.
  113167. */
  113168. static GlowingMeshStencilReference: number;
  113169. /**
  113170. * Stencil value used for the other meshes in the scene.
  113171. */
  113172. static NormalMeshStencilReference: number;
  113173. /**
  113174. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113175. */
  113176. innerGlow: boolean;
  113177. /**
  113178. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113179. */
  113180. outerGlow: boolean;
  113181. /**
  113182. * Specifies the horizontal size of the blur.
  113183. */
  113184. /**
  113185. * Gets the horizontal size of the blur.
  113186. */
  113187. blurHorizontalSize: number;
  113188. /**
  113189. * Specifies the vertical size of the blur.
  113190. */
  113191. /**
  113192. * Gets the vertical size of the blur.
  113193. */
  113194. blurVerticalSize: number;
  113195. /**
  113196. * An event triggered when the highlight layer is being blurred.
  113197. */
  113198. onBeforeBlurObservable: Observable<HighlightLayer>;
  113199. /**
  113200. * An event triggered when the highlight layer has been blurred.
  113201. */
  113202. onAfterBlurObservable: Observable<HighlightLayer>;
  113203. private _instanceGlowingMeshStencilReference;
  113204. private _options;
  113205. private _downSamplePostprocess;
  113206. private _horizontalBlurPostprocess;
  113207. private _verticalBlurPostprocess;
  113208. private _blurTexture;
  113209. private _meshes;
  113210. private _excludedMeshes;
  113211. /**
  113212. * Instantiates a new highlight Layer and references it to the scene..
  113213. * @param name The name of the layer
  113214. * @param scene The scene to use the layer in
  113215. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113216. */
  113217. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  113218. /**
  113219. * Get the effect name of the layer.
  113220. * @return The effect name
  113221. */
  113222. getEffectName(): string;
  113223. /**
  113224. * Create the merge effect. This is the shader use to blit the information back
  113225. * to the main canvas at the end of the scene rendering.
  113226. */
  113227. protected _createMergeEffect(): Effect;
  113228. /**
  113229. * Creates the render target textures and post processes used in the highlight layer.
  113230. */
  113231. protected _createTextureAndPostProcesses(): void;
  113232. /**
  113233. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113234. */
  113235. needStencil(): boolean;
  113236. /**
  113237. * Checks for the readiness of the element composing the layer.
  113238. * @param subMesh the mesh to check for
  113239. * @param useInstances specify wether or not to use instances to render the mesh
  113240. * @param emissiveTexture the associated emissive texture used to generate the glow
  113241. * @return true if ready otherwise, false
  113242. */
  113243. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113244. /**
  113245. * Implementation specific of rendering the generating effect on the main canvas.
  113246. * @param effect The effect used to render through
  113247. */
  113248. protected _internalRender(effect: Effect): void;
  113249. /**
  113250. * Returns true if the layer contains information to display, otherwise false.
  113251. */
  113252. shouldRender(): boolean;
  113253. /**
  113254. * Returns true if the mesh should render, otherwise false.
  113255. * @param mesh The mesh to render
  113256. * @returns true if it should render otherwise false
  113257. */
  113258. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113259. /**
  113260. * Sets the required values for both the emissive texture and and the main color.
  113261. */
  113262. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113263. /**
  113264. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113265. * @param mesh The mesh to exclude from the highlight layer
  113266. */
  113267. addExcludedMesh(mesh: Mesh): void;
  113268. /**
  113269. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113270. * @param mesh The mesh to highlight
  113271. */
  113272. removeExcludedMesh(mesh: Mesh): void;
  113273. /**
  113274. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113275. * @param mesh mesh to test
  113276. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113277. */
  113278. hasMesh(mesh: AbstractMesh): boolean;
  113279. /**
  113280. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113281. * @param mesh The mesh to highlight
  113282. * @param color The color of the highlight
  113283. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113284. */
  113285. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  113286. /**
  113287. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113288. * @param mesh The mesh to highlight
  113289. */
  113290. removeMesh(mesh: Mesh): void;
  113291. /**
  113292. * Force the stencil to the normal expected value for none glowing parts
  113293. */
  113294. private _defaultStencilReference;
  113295. /**
  113296. * Free any resources and references associated to a mesh.
  113297. * Internal use
  113298. * @param mesh The mesh to free.
  113299. * @hidden
  113300. */
  113301. _disposeMesh(mesh: Mesh): void;
  113302. /**
  113303. * Dispose the highlight layer and free resources.
  113304. */
  113305. dispose(): void;
  113306. /**
  113307. * Gets the class name of the effect layer
  113308. * @returns the string with the class name of the effect layer
  113309. */
  113310. getClassName(): string;
  113311. /**
  113312. * Serializes this Highlight layer
  113313. * @returns a serialized Highlight layer object
  113314. */
  113315. serialize(): any;
  113316. /**
  113317. * Creates a Highlight layer from parsed Highlight layer data
  113318. * @param parsedHightlightLayer defines the Highlight layer data
  113319. * @param scene defines the current scene
  113320. * @param rootUrl defines the root URL containing the Highlight layer information
  113321. * @returns a parsed Highlight layer
  113322. */
  113323. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  113324. }
  113325. }
  113326. declare module BABYLON {
  113327. interface AbstractScene {
  113328. /**
  113329. * The list of layers (background and foreground) of the scene
  113330. */
  113331. layers: Array<Layer>;
  113332. }
  113333. /**
  113334. * Defines the layer scene component responsible to manage any layers
  113335. * in a given scene.
  113336. */
  113337. export class LayerSceneComponent implements ISceneComponent {
  113338. /**
  113339. * The component name helpfull to identify the component in the list of scene components.
  113340. */
  113341. readonly name: string;
  113342. /**
  113343. * The scene the component belongs to.
  113344. */
  113345. scene: Scene;
  113346. private _engine;
  113347. /**
  113348. * Creates a new instance of the component for the given scene
  113349. * @param scene Defines the scene to register the component in
  113350. */
  113351. constructor(scene: Scene);
  113352. /**
  113353. * Registers the component in a given scene
  113354. */
  113355. register(): void;
  113356. /**
  113357. * Rebuilds the elements related to this component in case of
  113358. * context lost for instance.
  113359. */
  113360. rebuild(): void;
  113361. /**
  113362. * Disposes the component and the associated ressources.
  113363. */
  113364. dispose(): void;
  113365. private _draw;
  113366. private _drawCameraPredicate;
  113367. private _drawCameraBackground;
  113368. private _drawCameraForeground;
  113369. private _drawRenderTargetPredicate;
  113370. private _drawRenderTargetBackground;
  113371. private _drawRenderTargetForeground;
  113372. /**
  113373. * Adds all the elements from the container to the scene
  113374. * @param container the container holding the elements
  113375. */
  113376. addFromContainer(container: AbstractScene): void;
  113377. /**
  113378. * Removes all the elements in the container from the scene
  113379. * @param container contains the elements to remove
  113380. * @param dispose if the removed element should be disposed (default: false)
  113381. */
  113382. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113383. }
  113384. }
  113385. declare module BABYLON {
  113386. /** @hidden */
  113387. export var layerPixelShader: {
  113388. name: string;
  113389. shader: string;
  113390. };
  113391. }
  113392. declare module BABYLON {
  113393. /** @hidden */
  113394. export var layerVertexShader: {
  113395. name: string;
  113396. shader: string;
  113397. };
  113398. }
  113399. declare module BABYLON {
  113400. /**
  113401. * This represents a full screen 2d layer.
  113402. * This can be useful to display a picture in the background of your scene for instance.
  113403. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113404. */
  113405. export class Layer {
  113406. /**
  113407. * Define the name of the layer.
  113408. */
  113409. name: string;
  113410. /**
  113411. * Define the texture the layer should display.
  113412. */
  113413. texture: Nullable<Texture>;
  113414. /**
  113415. * Is the layer in background or foreground.
  113416. */
  113417. isBackground: boolean;
  113418. /**
  113419. * Define the color of the layer (instead of texture).
  113420. */
  113421. color: Color4;
  113422. /**
  113423. * Define the scale of the layer in order to zoom in out of the texture.
  113424. */
  113425. scale: Vector2;
  113426. /**
  113427. * Define an offset for the layer in order to shift the texture.
  113428. */
  113429. offset: Vector2;
  113430. /**
  113431. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113432. */
  113433. alphaBlendingMode: number;
  113434. /**
  113435. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  113436. * Alpha test will not mix with the background color in case of transparency.
  113437. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  113438. */
  113439. alphaTest: boolean;
  113440. /**
  113441. * Define a mask to restrict the layer to only some of the scene cameras.
  113442. */
  113443. layerMask: number;
  113444. /**
  113445. * Define the list of render target the layer is visible into.
  113446. */
  113447. renderTargetTextures: RenderTargetTexture[];
  113448. /**
  113449. * Define if the layer is only used in renderTarget or if it also
  113450. * renders in the main frame buffer of the canvas.
  113451. */
  113452. renderOnlyInRenderTargetTextures: boolean;
  113453. private _scene;
  113454. private _vertexBuffers;
  113455. private _indexBuffer;
  113456. private _effect;
  113457. private _alphaTestEffect;
  113458. /**
  113459. * An event triggered when the layer is disposed.
  113460. */
  113461. onDisposeObservable: Observable<Layer>;
  113462. private _onDisposeObserver;
  113463. /**
  113464. * Back compatibility with callback before the onDisposeObservable existed.
  113465. * The set callback will be triggered when the layer has been disposed.
  113466. */
  113467. onDispose: () => void;
  113468. /**
  113469. * An event triggered before rendering the scene
  113470. */
  113471. onBeforeRenderObservable: Observable<Layer>;
  113472. private _onBeforeRenderObserver;
  113473. /**
  113474. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113475. * The set callback will be triggered just before rendering the layer.
  113476. */
  113477. onBeforeRender: () => void;
  113478. /**
  113479. * An event triggered after rendering the scene
  113480. */
  113481. onAfterRenderObservable: Observable<Layer>;
  113482. private _onAfterRenderObserver;
  113483. /**
  113484. * Back compatibility with callback before the onAfterRenderObservable existed.
  113485. * The set callback will be triggered just after rendering the layer.
  113486. */
  113487. onAfterRender: () => void;
  113488. /**
  113489. * Instantiates a new layer.
  113490. * This represents a full screen 2d layer.
  113491. * This can be useful to display a picture in the background of your scene for instance.
  113492. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113493. * @param name Define the name of the layer in the scene
  113494. * @param imgUrl Define the url of the texture to display in the layer
  113495. * @param scene Define the scene the layer belongs to
  113496. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113497. * @param color Defines a color for the layer
  113498. */
  113499. constructor(
  113500. /**
  113501. * Define the name of the layer.
  113502. */
  113503. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  113504. private _createIndexBuffer;
  113505. /** @hidden */
  113506. _rebuild(): void;
  113507. /**
  113508. * Renders the layer in the scene.
  113509. */
  113510. render(): void;
  113511. /**
  113512. * Disposes and releases the associated ressources.
  113513. */
  113514. dispose(): void;
  113515. }
  113516. }
  113517. declare module BABYLON {
  113518. /** @hidden */
  113519. export var lensFlarePixelShader: {
  113520. name: string;
  113521. shader: string;
  113522. };
  113523. }
  113524. declare module BABYLON {
  113525. /** @hidden */
  113526. export var lensFlareVertexShader: {
  113527. name: string;
  113528. shader: string;
  113529. };
  113530. }
  113531. declare module BABYLON {
  113532. /**
  113533. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113534. * It is usually composed of several `lensFlare`.
  113535. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113536. */
  113537. export class LensFlareSystem {
  113538. /**
  113539. * Define the name of the lens flare system
  113540. */
  113541. name: string;
  113542. /**
  113543. * List of lens flares used in this system.
  113544. */
  113545. lensFlares: LensFlare[];
  113546. /**
  113547. * Define a limit from the border the lens flare can be visible.
  113548. */
  113549. borderLimit: number;
  113550. /**
  113551. * Define a viewport border we do not want to see the lens flare in.
  113552. */
  113553. viewportBorder: number;
  113554. /**
  113555. * Define a predicate which could limit the list of meshes able to occlude the effect.
  113556. */
  113557. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  113558. /**
  113559. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  113560. */
  113561. layerMask: number;
  113562. /**
  113563. * Define the id of the lens flare system in the scene.
  113564. * (equal to name by default)
  113565. */
  113566. id: string;
  113567. private _scene;
  113568. private _emitter;
  113569. private _vertexBuffers;
  113570. private _indexBuffer;
  113571. private _effect;
  113572. private _positionX;
  113573. private _positionY;
  113574. private _isEnabled;
  113575. /** @hidden */
  113576. static _SceneComponentInitialization: (scene: Scene) => void;
  113577. /**
  113578. * Instantiates a lens flare system.
  113579. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113580. * It is usually composed of several `lensFlare`.
  113581. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113582. * @param name Define the name of the lens flare system in the scene
  113583. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  113584. * @param scene Define the scene the lens flare system belongs to
  113585. */
  113586. constructor(
  113587. /**
  113588. * Define the name of the lens flare system
  113589. */
  113590. name: string, emitter: any, scene: Scene);
  113591. /**
  113592. * Define if the lens flare system is enabled.
  113593. */
  113594. isEnabled: boolean;
  113595. /**
  113596. * Get the scene the effects belongs to.
  113597. * @returns the scene holding the lens flare system
  113598. */
  113599. getScene(): Scene;
  113600. /**
  113601. * Get the emitter of the lens flare system.
  113602. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  113603. * @returns the emitter of the lens flare system
  113604. */
  113605. getEmitter(): any;
  113606. /**
  113607. * Set the emitter of the lens flare system.
  113608. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  113609. * @param newEmitter Define the new emitter of the system
  113610. */
  113611. setEmitter(newEmitter: any): void;
  113612. /**
  113613. * Get the lens flare system emitter position.
  113614. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  113615. * @returns the position
  113616. */
  113617. getEmitterPosition(): Vector3;
  113618. /**
  113619. * @hidden
  113620. */
  113621. computeEffectivePosition(globalViewport: Viewport): boolean;
  113622. /** @hidden */
  113623. _isVisible(): boolean;
  113624. /**
  113625. * @hidden
  113626. */
  113627. render(): boolean;
  113628. /**
  113629. * Dispose and release the lens flare with its associated resources.
  113630. */
  113631. dispose(): void;
  113632. /**
  113633. * Parse a lens flare system from a JSON repressentation
  113634. * @param parsedLensFlareSystem Define the JSON to parse
  113635. * @param scene Define the scene the parsed system should be instantiated in
  113636. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  113637. * @returns the parsed system
  113638. */
  113639. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  113640. /**
  113641. * Serialize the current Lens Flare System into a JSON representation.
  113642. * @returns the serialized JSON
  113643. */
  113644. serialize(): any;
  113645. }
  113646. }
  113647. declare module BABYLON {
  113648. /**
  113649. * This represents one of the lens effect in a `lensFlareSystem`.
  113650. * It controls one of the indiviual texture used in the effect.
  113651. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113652. */
  113653. export class LensFlare {
  113654. /**
  113655. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  113656. */
  113657. size: number;
  113658. /**
  113659. * 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.
  113660. */
  113661. position: number;
  113662. /**
  113663. * Define the lens color.
  113664. */
  113665. color: Color3;
  113666. /**
  113667. * Define the lens texture.
  113668. */
  113669. texture: Nullable<Texture>;
  113670. /**
  113671. * Define the alpha mode to render this particular lens.
  113672. */
  113673. alphaMode: number;
  113674. private _system;
  113675. /**
  113676. * Creates a new Lens Flare.
  113677. * This represents one of the lens effect in a `lensFlareSystem`.
  113678. * It controls one of the indiviual texture used in the effect.
  113679. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113680. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  113681. * @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.
  113682. * @param color Define the lens color
  113683. * @param imgUrl Define the lens texture url
  113684. * @param system Define the `lensFlareSystem` this flare is part of
  113685. * @returns The newly created Lens Flare
  113686. */
  113687. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  113688. /**
  113689. * Instantiates a new Lens Flare.
  113690. * This represents one of the lens effect in a `lensFlareSystem`.
  113691. * It controls one of the indiviual texture used in the effect.
  113692. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113693. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  113694. * @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.
  113695. * @param color Define the lens color
  113696. * @param imgUrl Define the lens texture url
  113697. * @param system Define the `lensFlareSystem` this flare is part of
  113698. */
  113699. constructor(
  113700. /**
  113701. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  113702. */
  113703. size: number,
  113704. /**
  113705. * 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.
  113706. */
  113707. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  113708. /**
  113709. * Dispose and release the lens flare with its associated resources.
  113710. */
  113711. dispose(): void;
  113712. }
  113713. }
  113714. declare module BABYLON {
  113715. interface AbstractScene {
  113716. /**
  113717. * The list of lens flare system added to the scene
  113718. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113719. */
  113720. lensFlareSystems: Array<LensFlareSystem>;
  113721. /**
  113722. * Removes the given lens flare system from this scene.
  113723. * @param toRemove The lens flare system to remove
  113724. * @returns The index of the removed lens flare system
  113725. */
  113726. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  113727. /**
  113728. * Adds the given lens flare system to this scene
  113729. * @param newLensFlareSystem The lens flare system to add
  113730. */
  113731. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  113732. /**
  113733. * Gets a lens flare system using its name
  113734. * @param name defines the name to look for
  113735. * @returns the lens flare system or null if not found
  113736. */
  113737. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  113738. /**
  113739. * Gets a lens flare system using its id
  113740. * @param id defines the id to look for
  113741. * @returns the lens flare system or null if not found
  113742. */
  113743. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  113744. }
  113745. /**
  113746. * Defines the lens flare scene component responsible to manage any lens flares
  113747. * in a given scene.
  113748. */
  113749. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  113750. /**
  113751. * The component name helpfull to identify the component in the list of scene components.
  113752. */
  113753. readonly name: string;
  113754. /**
  113755. * The scene the component belongs to.
  113756. */
  113757. scene: Scene;
  113758. /**
  113759. * Creates a new instance of the component for the given scene
  113760. * @param scene Defines the scene to register the component in
  113761. */
  113762. constructor(scene: Scene);
  113763. /**
  113764. * Registers the component in a given scene
  113765. */
  113766. register(): void;
  113767. /**
  113768. * Rebuilds the elements related to this component in case of
  113769. * context lost for instance.
  113770. */
  113771. rebuild(): void;
  113772. /**
  113773. * Adds all the elements from the container to the scene
  113774. * @param container the container holding the elements
  113775. */
  113776. addFromContainer(container: AbstractScene): void;
  113777. /**
  113778. * Removes all the elements in the container from the scene
  113779. * @param container contains the elements to remove
  113780. * @param dispose if the removed element should be disposed (default: false)
  113781. */
  113782. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113783. /**
  113784. * Serializes the component data to the specified json object
  113785. * @param serializationObject The object to serialize to
  113786. */
  113787. serialize(serializationObject: any): void;
  113788. /**
  113789. * Disposes the component and the associated ressources.
  113790. */
  113791. dispose(): void;
  113792. private _draw;
  113793. }
  113794. }
  113795. declare module BABYLON {
  113796. /**
  113797. * Defines the shadow generator component responsible to manage any shadow generators
  113798. * in a given scene.
  113799. */
  113800. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  113801. /**
  113802. * The component name helpfull to identify the component in the list of scene components.
  113803. */
  113804. readonly name: string;
  113805. /**
  113806. * The scene the component belongs to.
  113807. */
  113808. scene: Scene;
  113809. /**
  113810. * Creates a new instance of the component for the given scene
  113811. * @param scene Defines the scene to register the component in
  113812. */
  113813. constructor(scene: Scene);
  113814. /**
  113815. * Registers the component in a given scene
  113816. */
  113817. register(): void;
  113818. /**
  113819. * Rebuilds the elements related to this component in case of
  113820. * context lost for instance.
  113821. */
  113822. rebuild(): void;
  113823. /**
  113824. * Serializes the component data to the specified json object
  113825. * @param serializationObject The object to serialize to
  113826. */
  113827. serialize(serializationObject: any): void;
  113828. /**
  113829. * Adds all the elements from the container to the scene
  113830. * @param container the container holding the elements
  113831. */
  113832. addFromContainer(container: AbstractScene): void;
  113833. /**
  113834. * Removes all the elements in the container from the scene
  113835. * @param container contains the elements to remove
  113836. * @param dispose if the removed element should be disposed (default: false)
  113837. */
  113838. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113839. /**
  113840. * Rebuilds the elements related to this component in case of
  113841. * context lost for instance.
  113842. */
  113843. dispose(): void;
  113844. private _gatherRenderTargets;
  113845. }
  113846. }
  113847. declare module BABYLON {
  113848. /**
  113849. * A point light is a light defined by an unique point in world space.
  113850. * The light is emitted in every direction from this point.
  113851. * A good example of a point light is a standard light bulb.
  113852. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113853. */
  113854. export class PointLight extends ShadowLight {
  113855. private _shadowAngle;
  113856. /**
  113857. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113858. * This specifies what angle the shadow will use to be created.
  113859. *
  113860. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113861. */
  113862. /**
  113863. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113864. * This specifies what angle the shadow will use to be created.
  113865. *
  113866. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113867. */
  113868. shadowAngle: number;
  113869. /**
  113870. * Gets the direction if it has been set.
  113871. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113872. */
  113873. /**
  113874. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113875. */
  113876. direction: Vector3;
  113877. /**
  113878. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  113879. * A PointLight emits the light in every direction.
  113880. * It can cast shadows.
  113881. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  113882. * ```javascript
  113883. * var pointLight = new PointLight("pl", camera.position, scene);
  113884. * ```
  113885. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113886. * @param name The light friendly name
  113887. * @param position The position of the point light in the scene
  113888. * @param scene The scene the lights belongs to
  113889. */
  113890. constructor(name: string, position: Vector3, scene: Scene);
  113891. /**
  113892. * Returns the string "PointLight"
  113893. * @returns the class name
  113894. */
  113895. getClassName(): string;
  113896. /**
  113897. * Returns the integer 0.
  113898. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113899. */
  113900. getTypeID(): number;
  113901. /**
  113902. * Specifies wether or not the shadowmap should be a cube texture.
  113903. * @returns true if the shadowmap needs to be a cube texture.
  113904. */
  113905. needCube(): boolean;
  113906. /**
  113907. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  113908. * @param faceIndex The index of the face we are computed the direction to generate shadow
  113909. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  113910. */
  113911. getShadowDirection(faceIndex?: number): Vector3;
  113912. /**
  113913. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  113914. * - fov = PI / 2
  113915. * - aspect ratio : 1.0
  113916. * - z-near and far equal to the active camera minZ and maxZ.
  113917. * Returns the PointLight.
  113918. */
  113919. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113920. protected _buildUniformLayout(): void;
  113921. /**
  113922. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  113923. * @param effect The effect to update
  113924. * @param lightIndex The index of the light in the effect to update
  113925. * @returns The point light
  113926. */
  113927. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  113928. /**
  113929. * Prepares the list of defines specific to the light type.
  113930. * @param defines the list of defines
  113931. * @param lightIndex defines the index of the light for the effect
  113932. */
  113933. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113934. }
  113935. }
  113936. declare module BABYLON {
  113937. /**
  113938. * Header information of HDR texture files.
  113939. */
  113940. export interface HDRInfo {
  113941. /**
  113942. * The height of the texture in pixels.
  113943. */
  113944. height: number;
  113945. /**
  113946. * The width of the texture in pixels.
  113947. */
  113948. width: number;
  113949. /**
  113950. * The index of the beginning of the data in the binary file.
  113951. */
  113952. dataPosition: number;
  113953. }
  113954. /**
  113955. * This groups tools to convert HDR texture to native colors array.
  113956. */
  113957. export class HDRTools {
  113958. private static Ldexp;
  113959. private static Rgbe2float;
  113960. private static readStringLine;
  113961. /**
  113962. * Reads header information from an RGBE texture stored in a native array.
  113963. * More information on this format are available here:
  113964. * https://en.wikipedia.org/wiki/RGBE_image_format
  113965. *
  113966. * @param uint8array The binary file stored in native array.
  113967. * @return The header information.
  113968. */
  113969. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  113970. /**
  113971. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  113972. * This RGBE texture needs to store the information as a panorama.
  113973. *
  113974. * More information on this format are available here:
  113975. * https://en.wikipedia.org/wiki/RGBE_image_format
  113976. *
  113977. * @param buffer The binary file stored in an array buffer.
  113978. * @param size The expected size of the extracted cubemap.
  113979. * @return The Cube Map information.
  113980. */
  113981. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  113982. /**
  113983. * Returns the pixels data extracted from an RGBE texture.
  113984. * This pixels will be stored left to right up to down in the R G B order in one array.
  113985. *
  113986. * More information on this format are available here:
  113987. * https://en.wikipedia.org/wiki/RGBE_image_format
  113988. *
  113989. * @param uint8array The binary file stored in an array buffer.
  113990. * @param hdrInfo The header information of the file.
  113991. * @return The pixels data in RGB right to left up to down order.
  113992. */
  113993. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  113994. private static RGBE_ReadPixels_RLE;
  113995. }
  113996. }
  113997. declare module BABYLON {
  113998. /**
  113999. * This represents a texture coming from an HDR input.
  114000. *
  114001. * The only supported format is currently panorama picture stored in RGBE format.
  114002. * Example of such files can be found on HDRLib: http://hdrlib.com/
  114003. */
  114004. export class HDRCubeTexture extends BaseTexture {
  114005. private static _facesMapping;
  114006. private _generateHarmonics;
  114007. private _noMipmap;
  114008. private _textureMatrix;
  114009. private _size;
  114010. private _onLoad;
  114011. private _onError;
  114012. /**
  114013. * The texture URL.
  114014. */
  114015. url: string;
  114016. /**
  114017. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  114018. */
  114019. coordinatesMode: number;
  114020. protected _isBlocking: boolean;
  114021. /**
  114022. * Sets wether or not the texture is blocking during loading.
  114023. */
  114024. /**
  114025. * Gets wether or not the texture is blocking during loading.
  114026. */
  114027. isBlocking: boolean;
  114028. protected _rotationY: number;
  114029. /**
  114030. * Sets texture matrix rotation angle around Y axis in radians.
  114031. */
  114032. /**
  114033. * Gets texture matrix rotation angle around Y axis radians.
  114034. */
  114035. rotationY: number;
  114036. /**
  114037. * Gets or sets the center of the bounding box associated with the cube texture
  114038. * It must define where the camera used to render the texture was set
  114039. */
  114040. boundingBoxPosition: Vector3;
  114041. private _boundingBoxSize;
  114042. /**
  114043. * Gets or sets the size of the bounding box associated with the cube texture
  114044. * When defined, the cubemap will switch to local mode
  114045. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  114046. * @example https://www.babylonjs-playground.com/#RNASML
  114047. */
  114048. boundingBoxSize: Vector3;
  114049. /**
  114050. * Instantiates an HDRTexture from the following parameters.
  114051. *
  114052. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  114053. * @param scene The scene the texture will be used in
  114054. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114055. * @param noMipmap Forces to not generate the mipmap if true
  114056. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  114057. * @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)
  114058. * @param reserved Reserved flag for internal use.
  114059. */
  114060. 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>);
  114061. /**
  114062. * Get the current class name of the texture useful for serialization or dynamic coding.
  114063. * @returns "HDRCubeTexture"
  114064. */
  114065. getClassName(): string;
  114066. /**
  114067. * Occurs when the file is raw .hdr file.
  114068. */
  114069. private loadTexture;
  114070. clone(): HDRCubeTexture;
  114071. delayLoad(): void;
  114072. /**
  114073. * Get the texture reflection matrix used to rotate/transform the reflection.
  114074. * @returns the reflection matrix
  114075. */
  114076. getReflectionTextureMatrix(): Matrix;
  114077. /**
  114078. * Set the texture reflection matrix used to rotate/transform the reflection.
  114079. * @param value Define the reflection matrix to set
  114080. */
  114081. setReflectionTextureMatrix(value: Matrix): void;
  114082. /**
  114083. * Parses a JSON representation of an HDR Texture in order to create the texture
  114084. * @param parsedTexture Define the JSON representation
  114085. * @param scene Define the scene the texture should be created in
  114086. * @param rootUrl Define the root url in case we need to load relative dependencies
  114087. * @returns the newly created texture after parsing
  114088. */
  114089. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  114090. serialize(): any;
  114091. }
  114092. }
  114093. declare module BABYLON {
  114094. /**
  114095. * Class used to control physics engine
  114096. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  114097. */
  114098. export class PhysicsEngine implements IPhysicsEngine {
  114099. private _physicsPlugin;
  114100. /**
  114101. * Global value used to control the smallest number supported by the simulation
  114102. */
  114103. static Epsilon: number;
  114104. private _impostors;
  114105. private _joints;
  114106. /**
  114107. * Gets the gravity vector used by the simulation
  114108. */
  114109. gravity: Vector3;
  114110. /**
  114111. * Factory used to create the default physics plugin.
  114112. * @returns The default physics plugin
  114113. */
  114114. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  114115. /**
  114116. * Creates a new Physics Engine
  114117. * @param gravity defines the gravity vector used by the simulation
  114118. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  114119. */
  114120. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  114121. /**
  114122. * Sets the gravity vector used by the simulation
  114123. * @param gravity defines the gravity vector to use
  114124. */
  114125. setGravity(gravity: Vector3): void;
  114126. /**
  114127. * Set the time step of the physics engine.
  114128. * Default is 1/60.
  114129. * To slow it down, enter 1/600 for example.
  114130. * To speed it up, 1/30
  114131. * @param newTimeStep defines the new timestep to apply to this world.
  114132. */
  114133. setTimeStep(newTimeStep?: number): void;
  114134. /**
  114135. * Get the time step of the physics engine.
  114136. * @returns the current time step
  114137. */
  114138. getTimeStep(): number;
  114139. /**
  114140. * Release all resources
  114141. */
  114142. dispose(): void;
  114143. /**
  114144. * Gets the name of the current physics plugin
  114145. * @returns the name of the plugin
  114146. */
  114147. getPhysicsPluginName(): string;
  114148. /**
  114149. * Adding a new impostor for the impostor tracking.
  114150. * This will be done by the impostor itself.
  114151. * @param impostor the impostor to add
  114152. */
  114153. addImpostor(impostor: PhysicsImpostor): void;
  114154. /**
  114155. * Remove an impostor from the engine.
  114156. * This impostor and its mesh will not longer be updated by the physics engine.
  114157. * @param impostor the impostor to remove
  114158. */
  114159. removeImpostor(impostor: PhysicsImpostor): void;
  114160. /**
  114161. * Add a joint to the physics engine
  114162. * @param mainImpostor defines the main impostor to which the joint is added.
  114163. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  114164. * @param joint defines the joint that will connect both impostors.
  114165. */
  114166. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114167. /**
  114168. * Removes a joint from the simulation
  114169. * @param mainImpostor defines the impostor used with the joint
  114170. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  114171. * @param joint defines the joint to remove
  114172. */
  114173. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114174. /**
  114175. * Called by the scene. No need to call it.
  114176. * @param delta defines the timespam between frames
  114177. */
  114178. _step(delta: number): void;
  114179. /**
  114180. * Gets the current plugin used to run the simulation
  114181. * @returns current plugin
  114182. */
  114183. getPhysicsPlugin(): IPhysicsEnginePlugin;
  114184. /**
  114185. * Gets the list of physic impostors
  114186. * @returns an array of PhysicsImpostor
  114187. */
  114188. getImpostors(): Array<PhysicsImpostor>;
  114189. /**
  114190. * Gets the impostor for a physics enabled object
  114191. * @param object defines the object impersonated by the impostor
  114192. * @returns the PhysicsImpostor or null if not found
  114193. */
  114194. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  114195. /**
  114196. * Gets the impostor for a physics body object
  114197. * @param body defines physics body used by the impostor
  114198. * @returns the PhysicsImpostor or null if not found
  114199. */
  114200. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  114201. /**
  114202. * Does a raycast in the physics world
  114203. * @param from when should the ray start?
  114204. * @param to when should the ray end?
  114205. * @returns PhysicsRaycastResult
  114206. */
  114207. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114208. }
  114209. }
  114210. declare module BABYLON {
  114211. /** @hidden */
  114212. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  114213. private _useDeltaForWorldStep;
  114214. world: any;
  114215. name: string;
  114216. private _physicsMaterials;
  114217. private _fixedTimeStep;
  114218. private _cannonRaycastResult;
  114219. private _raycastResult;
  114220. private _physicsBodysToRemoveAfterStep;
  114221. BJSCANNON: any;
  114222. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  114223. setGravity(gravity: Vector3): void;
  114224. setTimeStep(timeStep: number): void;
  114225. getTimeStep(): number;
  114226. executeStep(delta: number): void;
  114227. private _removeMarkedPhysicsBodiesFromWorld;
  114228. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114229. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114230. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114231. private _processChildMeshes;
  114232. removePhysicsBody(impostor: PhysicsImpostor): void;
  114233. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114234. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114235. private _addMaterial;
  114236. private _checkWithEpsilon;
  114237. private _createShape;
  114238. private _createHeightmap;
  114239. private _minus90X;
  114240. private _plus90X;
  114241. private _tmpPosition;
  114242. private _tmpDeltaPosition;
  114243. private _tmpUnityRotation;
  114244. private _updatePhysicsBodyTransformation;
  114245. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114246. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114247. isSupported(): boolean;
  114248. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114249. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114250. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114251. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114252. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114253. getBodyMass(impostor: PhysicsImpostor): number;
  114254. getBodyFriction(impostor: PhysicsImpostor): number;
  114255. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114256. getBodyRestitution(impostor: PhysicsImpostor): number;
  114257. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114258. sleepBody(impostor: PhysicsImpostor): void;
  114259. wakeUpBody(impostor: PhysicsImpostor): void;
  114260. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  114261. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114262. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114263. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114264. getRadius(impostor: PhysicsImpostor): number;
  114265. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114266. dispose(): void;
  114267. private _extendNamespace;
  114268. /**
  114269. * Does a raycast in the physics world
  114270. * @param from when should the ray start?
  114271. * @param to when should the ray end?
  114272. * @returns PhysicsRaycastResult
  114273. */
  114274. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114275. }
  114276. }
  114277. declare module BABYLON {
  114278. /** @hidden */
  114279. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  114280. world: any;
  114281. name: string;
  114282. BJSOIMO: any;
  114283. private _raycastResult;
  114284. constructor(iterations?: number, oimoInjection?: any);
  114285. setGravity(gravity: Vector3): void;
  114286. setTimeStep(timeStep: number): void;
  114287. getTimeStep(): number;
  114288. private _tmpImpostorsArray;
  114289. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114290. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114291. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114292. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114293. private _tmpPositionVector;
  114294. removePhysicsBody(impostor: PhysicsImpostor): void;
  114295. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114296. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114297. isSupported(): boolean;
  114298. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114299. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114300. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114301. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114302. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114303. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114304. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114305. getBodyMass(impostor: PhysicsImpostor): number;
  114306. getBodyFriction(impostor: PhysicsImpostor): number;
  114307. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114308. getBodyRestitution(impostor: PhysicsImpostor): number;
  114309. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114310. sleepBody(impostor: PhysicsImpostor): void;
  114311. wakeUpBody(impostor: PhysicsImpostor): void;
  114312. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114313. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  114314. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  114315. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114316. getRadius(impostor: PhysicsImpostor): number;
  114317. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114318. dispose(): void;
  114319. /**
  114320. * Does a raycast in the physics world
  114321. * @param from when should the ray start?
  114322. * @param to when should the ray end?
  114323. * @returns PhysicsRaycastResult
  114324. */
  114325. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114326. }
  114327. }
  114328. declare module BABYLON {
  114329. /**
  114330. * Class containing static functions to help procedurally build meshes
  114331. */
  114332. export class RibbonBuilder {
  114333. /**
  114334. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  114335. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  114336. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  114337. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  114338. * * 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
  114339. * * 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
  114340. * * 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
  114341. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114342. * * If you create a double-sided mesh, you can choose what parts of 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
  114343. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114344. * * 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
  114345. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  114346. * * 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
  114347. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  114348. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114349. * @param name defines the name of the mesh
  114350. * @param options defines the options used to create the mesh
  114351. * @param scene defines the hosting scene
  114352. * @returns the ribbon mesh
  114353. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  114354. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114355. */
  114356. static CreateRibbon(name: string, options: {
  114357. pathArray: Vector3[][];
  114358. closeArray?: boolean;
  114359. closePath?: boolean;
  114360. offset?: number;
  114361. updatable?: boolean;
  114362. sideOrientation?: number;
  114363. frontUVs?: Vector4;
  114364. backUVs?: Vector4;
  114365. instance?: Mesh;
  114366. invertUV?: boolean;
  114367. uvs?: Vector2[];
  114368. colors?: Color4[];
  114369. }, scene?: Nullable<Scene>): Mesh;
  114370. }
  114371. }
  114372. declare module BABYLON {
  114373. /**
  114374. * Class containing static functions to help procedurally build meshes
  114375. */
  114376. export class ShapeBuilder {
  114377. /**
  114378. * 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.
  114379. * * 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.
  114380. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114381. * * 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.
  114382. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  114383. * * 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
  114384. * * 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
  114385. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  114386. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114387. * * If you create a double-sided mesh, you can choose what parts of 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
  114388. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  114389. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114390. * @param name defines the name of the mesh
  114391. * @param options defines the options used to create the mesh
  114392. * @param scene defines the hosting scene
  114393. * @returns the extruded shape mesh
  114394. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114395. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114396. */
  114397. static ExtrudeShape(name: string, options: {
  114398. shape: Vector3[];
  114399. path: Vector3[];
  114400. scale?: number;
  114401. rotation?: number;
  114402. cap?: number;
  114403. updatable?: boolean;
  114404. sideOrientation?: number;
  114405. frontUVs?: Vector4;
  114406. backUVs?: Vector4;
  114407. instance?: Mesh;
  114408. invertUV?: boolean;
  114409. }, scene?: Nullable<Scene>): Mesh;
  114410. /**
  114411. * Creates an custom extruded shape mesh.
  114412. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  114413. * * 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.
  114414. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114415. * * 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
  114416. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  114417. * * 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
  114418. * * It must returns a float value that will be the scale value applied to the shape on each path point
  114419. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  114420. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  114421. * * 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
  114422. * * 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
  114423. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  114424. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114425. * * If you create a double-sided mesh, you can choose what parts of 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
  114426. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114427. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114428. * @param name defines the name of the mesh
  114429. * @param options defines the options used to create the mesh
  114430. * @param scene defines the hosting scene
  114431. * @returns the custom extruded shape mesh
  114432. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  114433. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114434. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114435. */
  114436. static ExtrudeShapeCustom(name: string, options: {
  114437. shape: Vector3[];
  114438. path: Vector3[];
  114439. scaleFunction?: any;
  114440. rotationFunction?: any;
  114441. ribbonCloseArray?: boolean;
  114442. ribbonClosePath?: boolean;
  114443. cap?: number;
  114444. updatable?: boolean;
  114445. sideOrientation?: number;
  114446. frontUVs?: Vector4;
  114447. backUVs?: Vector4;
  114448. instance?: Mesh;
  114449. invertUV?: boolean;
  114450. }, scene?: Nullable<Scene>): Mesh;
  114451. private static _ExtrudeShapeGeneric;
  114452. }
  114453. }
  114454. declare module BABYLON {
  114455. /**
  114456. * AmmoJS Physics plugin
  114457. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  114458. * @see https://github.com/kripken/ammo.js/
  114459. */
  114460. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  114461. private _useDeltaForWorldStep;
  114462. /**
  114463. * Reference to the Ammo library
  114464. */
  114465. bjsAMMO: any;
  114466. /**
  114467. * Created ammoJS world which physics bodies are added to
  114468. */
  114469. world: any;
  114470. /**
  114471. * Name of the plugin
  114472. */
  114473. name: string;
  114474. private _timeStep;
  114475. private _fixedTimeStep;
  114476. private _maxSteps;
  114477. private _tmpQuaternion;
  114478. private _tmpAmmoTransform;
  114479. private _tmpAmmoQuaternion;
  114480. private _tmpAmmoConcreteContactResultCallback;
  114481. private _collisionConfiguration;
  114482. private _dispatcher;
  114483. private _overlappingPairCache;
  114484. private _solver;
  114485. private _softBodySolver;
  114486. private _tmpAmmoVectorA;
  114487. private _tmpAmmoVectorB;
  114488. private _tmpAmmoVectorC;
  114489. private _tmpAmmoVectorD;
  114490. private _tmpContactCallbackResult;
  114491. private _tmpAmmoVectorRCA;
  114492. private _tmpAmmoVectorRCB;
  114493. private _raycastResult;
  114494. private static readonly DISABLE_COLLISION_FLAG;
  114495. private static readonly KINEMATIC_FLAG;
  114496. private static readonly DISABLE_DEACTIVATION_FLAG;
  114497. /**
  114498. * Initializes the ammoJS plugin
  114499. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  114500. * @param ammoInjection can be used to inject your own ammo reference
  114501. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  114502. */
  114503. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  114504. /**
  114505. * Sets the gravity of the physics world (m/(s^2))
  114506. * @param gravity Gravity to set
  114507. */
  114508. setGravity(gravity: Vector3): void;
  114509. /**
  114510. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  114511. * @param timeStep timestep to use in seconds
  114512. */
  114513. setTimeStep(timeStep: number): void;
  114514. /**
  114515. * 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)
  114516. * @param fixedTimeStep fixedTimeStep to use in seconds
  114517. */
  114518. setFixedTimeStep(fixedTimeStep: number): void;
  114519. /**
  114520. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  114521. * @param maxSteps the maximum number of steps by the physics engine per frame
  114522. */
  114523. setMaxSteps(maxSteps: number): void;
  114524. /**
  114525. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  114526. * @returns the current timestep in seconds
  114527. */
  114528. getTimeStep(): number;
  114529. private _isImpostorInContact;
  114530. private _isImpostorPairInContact;
  114531. private _stepSimulation;
  114532. /**
  114533. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  114534. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  114535. * After the step the babylon meshes are set to the position of the physics imposters
  114536. * @param delta amount of time to step forward
  114537. * @param impostors array of imposters to update before/after the step
  114538. */
  114539. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114540. /**
  114541. * Update babylon mesh to match physics world object
  114542. * @param impostor imposter to match
  114543. */
  114544. private _afterSoftStep;
  114545. /**
  114546. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114547. * @param impostor imposter to match
  114548. */
  114549. private _ropeStep;
  114550. /**
  114551. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114552. * @param impostor imposter to match
  114553. */
  114554. private _softbodyOrClothStep;
  114555. private _tmpVector;
  114556. private _tmpMatrix;
  114557. /**
  114558. * Applies an impulse on the imposter
  114559. * @param impostor imposter to apply impulse to
  114560. * @param force amount of force to be applied to the imposter
  114561. * @param contactPoint the location to apply the impulse on the imposter
  114562. */
  114563. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114564. /**
  114565. * Applies a force on the imposter
  114566. * @param impostor imposter to apply force
  114567. * @param force amount of force to be applied to the imposter
  114568. * @param contactPoint the location to apply the force on the imposter
  114569. */
  114570. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114571. /**
  114572. * Creates a physics body using the plugin
  114573. * @param impostor the imposter to create the physics body on
  114574. */
  114575. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114576. /**
  114577. * Removes the physics body from the imposter and disposes of the body's memory
  114578. * @param impostor imposter to remove the physics body from
  114579. */
  114580. removePhysicsBody(impostor: PhysicsImpostor): void;
  114581. /**
  114582. * Generates a joint
  114583. * @param impostorJoint the imposter joint to create the joint with
  114584. */
  114585. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114586. /**
  114587. * Removes a joint
  114588. * @param impostorJoint the imposter joint to remove the joint from
  114589. */
  114590. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114591. private _addMeshVerts;
  114592. /**
  114593. * Initialise the soft body vertices to match its object's (mesh) vertices
  114594. * Softbody vertices (nodes) are in world space and to match this
  114595. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  114596. * @param impostor to create the softbody for
  114597. */
  114598. private _softVertexData;
  114599. /**
  114600. * Create an impostor's soft body
  114601. * @param impostor to create the softbody for
  114602. */
  114603. private _createSoftbody;
  114604. /**
  114605. * Create cloth for an impostor
  114606. * @param impostor to create the softbody for
  114607. */
  114608. private _createCloth;
  114609. /**
  114610. * Create rope for an impostor
  114611. * @param impostor to create the softbody for
  114612. */
  114613. private _createRope;
  114614. private _addHullVerts;
  114615. private _createShape;
  114616. /**
  114617. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  114618. * @param impostor imposter containing the physics body and babylon object
  114619. */
  114620. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114621. /**
  114622. * Sets the babylon object's position/rotation from the physics body's position/rotation
  114623. * @param impostor imposter containing the physics body and babylon object
  114624. * @param newPosition new position
  114625. * @param newRotation new rotation
  114626. */
  114627. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114628. /**
  114629. * If this plugin is supported
  114630. * @returns true if its supported
  114631. */
  114632. isSupported(): boolean;
  114633. /**
  114634. * Sets the linear velocity of the physics body
  114635. * @param impostor imposter to set the velocity on
  114636. * @param velocity velocity to set
  114637. */
  114638. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114639. /**
  114640. * Sets the angular velocity of the physics body
  114641. * @param impostor imposter to set the velocity on
  114642. * @param velocity velocity to set
  114643. */
  114644. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114645. /**
  114646. * gets the linear velocity
  114647. * @param impostor imposter to get linear velocity from
  114648. * @returns linear velocity
  114649. */
  114650. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114651. /**
  114652. * gets the angular velocity
  114653. * @param impostor imposter to get angular velocity from
  114654. * @returns angular velocity
  114655. */
  114656. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114657. /**
  114658. * Sets the mass of physics body
  114659. * @param impostor imposter to set the mass on
  114660. * @param mass mass to set
  114661. */
  114662. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114663. /**
  114664. * Gets the mass of the physics body
  114665. * @param impostor imposter to get the mass from
  114666. * @returns mass
  114667. */
  114668. getBodyMass(impostor: PhysicsImpostor): number;
  114669. /**
  114670. * Gets friction of the impostor
  114671. * @param impostor impostor to get friction from
  114672. * @returns friction value
  114673. */
  114674. getBodyFriction(impostor: PhysicsImpostor): number;
  114675. /**
  114676. * Sets friction of the impostor
  114677. * @param impostor impostor to set friction on
  114678. * @param friction friction value
  114679. */
  114680. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114681. /**
  114682. * Gets restitution of the impostor
  114683. * @param impostor impostor to get restitution from
  114684. * @returns restitution value
  114685. */
  114686. getBodyRestitution(impostor: PhysicsImpostor): number;
  114687. /**
  114688. * Sets resitution of the impostor
  114689. * @param impostor impostor to set resitution on
  114690. * @param restitution resitution value
  114691. */
  114692. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114693. /**
  114694. * Gets pressure inside the impostor
  114695. * @param impostor impostor to get pressure from
  114696. * @returns pressure value
  114697. */
  114698. getBodyPressure(impostor: PhysicsImpostor): number;
  114699. /**
  114700. * Sets pressure inside a soft body impostor
  114701. * Cloth and rope must remain 0 pressure
  114702. * @param impostor impostor to set pressure on
  114703. * @param pressure pressure value
  114704. */
  114705. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  114706. /**
  114707. * Gets stiffness of the impostor
  114708. * @param impostor impostor to get stiffness from
  114709. * @returns pressure value
  114710. */
  114711. getBodyStiffness(impostor: PhysicsImpostor): number;
  114712. /**
  114713. * Sets stiffness of the impostor
  114714. * @param impostor impostor to set stiffness on
  114715. * @param stiffness stiffness value from 0 to 1
  114716. */
  114717. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  114718. /**
  114719. * Gets velocityIterations of the impostor
  114720. * @param impostor impostor to get velocity iterations from
  114721. * @returns velocityIterations value
  114722. */
  114723. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  114724. /**
  114725. * Sets velocityIterations of the impostor
  114726. * @param impostor impostor to set velocity iterations on
  114727. * @param velocityIterations velocityIterations value
  114728. */
  114729. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  114730. /**
  114731. * Gets positionIterations of the impostor
  114732. * @param impostor impostor to get position iterations from
  114733. * @returns positionIterations value
  114734. */
  114735. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  114736. /**
  114737. * Sets positionIterations of the impostor
  114738. * @param impostor impostor to set position on
  114739. * @param positionIterations positionIterations value
  114740. */
  114741. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  114742. /**
  114743. * Append an anchor to a cloth object
  114744. * @param impostor is the cloth impostor to add anchor to
  114745. * @param otherImpostor is the rigid impostor to anchor to
  114746. * @param width ratio across width from 0 to 1
  114747. * @param height ratio up height from 0 to 1
  114748. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  114749. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114750. */
  114751. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114752. /**
  114753. * Append an hook to a rope object
  114754. * @param impostor is the rope impostor to add hook to
  114755. * @param otherImpostor is the rigid impostor to hook to
  114756. * @param length ratio along the rope from 0 to 1
  114757. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  114758. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114759. */
  114760. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114761. /**
  114762. * Sleeps the physics body and stops it from being active
  114763. * @param impostor impostor to sleep
  114764. */
  114765. sleepBody(impostor: PhysicsImpostor): void;
  114766. /**
  114767. * Activates the physics body
  114768. * @param impostor impostor to activate
  114769. */
  114770. wakeUpBody(impostor: PhysicsImpostor): void;
  114771. /**
  114772. * Updates the distance parameters of the joint
  114773. * @param joint joint to update
  114774. * @param maxDistance maximum distance of the joint
  114775. * @param minDistance minimum distance of the joint
  114776. */
  114777. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114778. /**
  114779. * Sets a motor on the joint
  114780. * @param joint joint to set motor on
  114781. * @param speed speed of the motor
  114782. * @param maxForce maximum force of the motor
  114783. * @param motorIndex index of the motor
  114784. */
  114785. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114786. /**
  114787. * Sets the motors limit
  114788. * @param joint joint to set limit on
  114789. * @param upperLimit upper limit
  114790. * @param lowerLimit lower limit
  114791. */
  114792. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114793. /**
  114794. * Syncs the position and rotation of a mesh with the impostor
  114795. * @param mesh mesh to sync
  114796. * @param impostor impostor to update the mesh with
  114797. */
  114798. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114799. /**
  114800. * Gets the radius of the impostor
  114801. * @param impostor impostor to get radius from
  114802. * @returns the radius
  114803. */
  114804. getRadius(impostor: PhysicsImpostor): number;
  114805. /**
  114806. * Gets the box size of the impostor
  114807. * @param impostor impostor to get box size from
  114808. * @param result the resulting box size
  114809. */
  114810. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114811. /**
  114812. * Disposes of the impostor
  114813. */
  114814. dispose(): void;
  114815. /**
  114816. * Does a raycast in the physics world
  114817. * @param from when should the ray start?
  114818. * @param to when should the ray end?
  114819. * @returns PhysicsRaycastResult
  114820. */
  114821. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114822. }
  114823. }
  114824. declare module BABYLON {
  114825. interface AbstractScene {
  114826. /**
  114827. * The list of reflection probes added to the scene
  114828. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114829. */
  114830. reflectionProbes: Array<ReflectionProbe>;
  114831. /**
  114832. * Removes the given reflection probe from this scene.
  114833. * @param toRemove The reflection probe to remove
  114834. * @returns The index of the removed reflection probe
  114835. */
  114836. removeReflectionProbe(toRemove: ReflectionProbe): number;
  114837. /**
  114838. * Adds the given reflection probe to this scene.
  114839. * @param newReflectionProbe The reflection probe to add
  114840. */
  114841. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  114842. }
  114843. /**
  114844. * Class used to generate realtime reflection / refraction cube textures
  114845. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114846. */
  114847. export class ReflectionProbe {
  114848. /** defines the name of the probe */
  114849. name: string;
  114850. private _scene;
  114851. private _renderTargetTexture;
  114852. private _projectionMatrix;
  114853. private _viewMatrix;
  114854. private _target;
  114855. private _add;
  114856. private _attachedMesh;
  114857. private _invertYAxis;
  114858. /** Gets or sets probe position (center of the cube map) */
  114859. position: Vector3;
  114860. /**
  114861. * Creates a new reflection probe
  114862. * @param name defines the name of the probe
  114863. * @param size defines the texture resolution (for each face)
  114864. * @param scene defines the hosting scene
  114865. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114866. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114867. */
  114868. constructor(
  114869. /** defines the name of the probe */
  114870. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  114871. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114872. samples: number;
  114873. /** Gets or sets the refresh rate to use (on every frame by default) */
  114874. refreshRate: number;
  114875. /**
  114876. * Gets the hosting scene
  114877. * @returns a Scene
  114878. */
  114879. getScene(): Scene;
  114880. /** Gets the internal CubeTexture used to render to */
  114881. readonly cubeTexture: RenderTargetTexture;
  114882. /** Gets the list of meshes to render */
  114883. readonly renderList: Nullable<AbstractMesh[]>;
  114884. /**
  114885. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114886. * @param mesh defines the mesh to attach to
  114887. */
  114888. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114889. /**
  114890. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114891. * @param renderingGroupId The rendering group id corresponding to its index
  114892. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114893. */
  114894. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  114895. /**
  114896. * Clean all associated resources
  114897. */
  114898. dispose(): void;
  114899. /**
  114900. * Converts the reflection probe information to a readable string for debug purpose.
  114901. * @param fullDetails Supports for multiple levels of logging within scene loading
  114902. * @returns the human readable reflection probe info
  114903. */
  114904. toString(fullDetails?: boolean): string;
  114905. /**
  114906. * Get the class name of the relfection probe.
  114907. * @returns "ReflectionProbe"
  114908. */
  114909. getClassName(): string;
  114910. /**
  114911. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  114912. * @returns The JSON representation of the texture
  114913. */
  114914. serialize(): any;
  114915. /**
  114916. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  114917. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  114918. * @param scene Define the scene the parsed reflection probe should be instantiated in
  114919. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  114920. * @returns The parsed reflection probe if successful
  114921. */
  114922. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  114923. }
  114924. }
  114925. declare module BABYLON {
  114926. /** @hidden */
  114927. export var _BabylonLoaderRegistered: boolean;
  114928. }
  114929. declare module BABYLON {
  114930. /**
  114931. * The Physically based simple base material of BJS.
  114932. *
  114933. * This enables better naming and convention enforcements on top of the pbrMaterial.
  114934. * It is used as the base class for both the specGloss and metalRough conventions.
  114935. */
  114936. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  114937. /**
  114938. * Number of Simultaneous lights allowed on the material.
  114939. */
  114940. maxSimultaneousLights: number;
  114941. /**
  114942. * If sets to true, disables all the lights affecting the material.
  114943. */
  114944. disableLighting: boolean;
  114945. /**
  114946. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  114947. */
  114948. environmentTexture: BaseTexture;
  114949. /**
  114950. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  114951. */
  114952. invertNormalMapX: boolean;
  114953. /**
  114954. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  114955. */
  114956. invertNormalMapY: boolean;
  114957. /**
  114958. * Normal map used in the model.
  114959. */
  114960. normalTexture: BaseTexture;
  114961. /**
  114962. * Emissivie color used to self-illuminate the model.
  114963. */
  114964. emissiveColor: Color3;
  114965. /**
  114966. * Emissivie texture used to self-illuminate the model.
  114967. */
  114968. emissiveTexture: BaseTexture;
  114969. /**
  114970. * Occlusion Channel Strenght.
  114971. */
  114972. occlusionStrength: number;
  114973. /**
  114974. * Occlusion Texture of the material (adding extra occlusion effects).
  114975. */
  114976. occlusionTexture: BaseTexture;
  114977. /**
  114978. * Defines the alpha limits in alpha test mode.
  114979. */
  114980. alphaCutOff: number;
  114981. /**
  114982. * Gets the current double sided mode.
  114983. */
  114984. /**
  114985. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  114986. */
  114987. doubleSided: boolean;
  114988. /**
  114989. * Stores the pre-calculated light information of a mesh in a texture.
  114990. */
  114991. lightmapTexture: BaseTexture;
  114992. /**
  114993. * If true, the light map contains occlusion information instead of lighting info.
  114994. */
  114995. useLightmapAsShadowmap: boolean;
  114996. /**
  114997. * Instantiates a new PBRMaterial instance.
  114998. *
  114999. * @param name The material name
  115000. * @param scene The scene the material will be use in.
  115001. */
  115002. constructor(name: string, scene: Scene);
  115003. getClassName(): string;
  115004. }
  115005. }
  115006. declare module BABYLON {
  115007. /**
  115008. * The PBR material of BJS following the metal roughness convention.
  115009. *
  115010. * This fits to the PBR convention in the GLTF definition:
  115011. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  115012. */
  115013. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  115014. /**
  115015. * The base color has two different interpretations depending on the value of metalness.
  115016. * When the material is a metal, the base color is the specific measured reflectance value
  115017. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  115018. * of the material.
  115019. */
  115020. baseColor: Color3;
  115021. /**
  115022. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  115023. * well as opacity information in the alpha channel.
  115024. */
  115025. baseTexture: BaseTexture;
  115026. /**
  115027. * Specifies the metallic scalar value of the material.
  115028. * Can also be used to scale the metalness values of the metallic texture.
  115029. */
  115030. metallic: number;
  115031. /**
  115032. * Specifies the roughness scalar value of the material.
  115033. * Can also be used to scale the roughness values of the metallic texture.
  115034. */
  115035. roughness: number;
  115036. /**
  115037. * Texture containing both the metallic value in the B channel and the
  115038. * roughness value in the G channel to keep better precision.
  115039. */
  115040. metallicRoughnessTexture: BaseTexture;
  115041. /**
  115042. * Instantiates a new PBRMetalRoughnessMaterial instance.
  115043. *
  115044. * @param name The material name
  115045. * @param scene The scene the material will be use in.
  115046. */
  115047. constructor(name: string, scene: Scene);
  115048. /**
  115049. * Return the currrent class name of the material.
  115050. */
  115051. getClassName(): string;
  115052. /**
  115053. * Makes a duplicate of the current material.
  115054. * @param name - name to use for the new material.
  115055. */
  115056. clone(name: string): PBRMetallicRoughnessMaterial;
  115057. /**
  115058. * Serialize the material to a parsable JSON object.
  115059. */
  115060. serialize(): any;
  115061. /**
  115062. * Parses a JSON object correponding to the serialize function.
  115063. */
  115064. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  115065. }
  115066. }
  115067. declare module BABYLON {
  115068. /**
  115069. * The PBR material of BJS following the specular glossiness convention.
  115070. *
  115071. * This fits to the PBR convention in the GLTF definition:
  115072. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  115073. */
  115074. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  115075. /**
  115076. * Specifies the diffuse color of the material.
  115077. */
  115078. diffuseColor: Color3;
  115079. /**
  115080. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  115081. * channel.
  115082. */
  115083. diffuseTexture: BaseTexture;
  115084. /**
  115085. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  115086. */
  115087. specularColor: Color3;
  115088. /**
  115089. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  115090. */
  115091. glossiness: number;
  115092. /**
  115093. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  115094. */
  115095. specularGlossinessTexture: BaseTexture;
  115096. /**
  115097. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  115098. *
  115099. * @param name The material name
  115100. * @param scene The scene the material will be use in.
  115101. */
  115102. constructor(name: string, scene: Scene);
  115103. /**
  115104. * Return the currrent class name of the material.
  115105. */
  115106. getClassName(): string;
  115107. /**
  115108. * Makes a duplicate of the current material.
  115109. * @param name - name to use for the new material.
  115110. */
  115111. clone(name: string): PBRSpecularGlossinessMaterial;
  115112. /**
  115113. * Serialize the material to a parsable JSON object.
  115114. */
  115115. serialize(): any;
  115116. /**
  115117. * Parses a JSON object correponding to the serialize function.
  115118. */
  115119. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  115120. }
  115121. }
  115122. declare module BABYLON {
  115123. /**
  115124. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  115125. * It can help converting any input color in a desired output one. This can then be used to create effects
  115126. * from sepia, black and white to sixties or futuristic rendering...
  115127. *
  115128. * The only supported format is currently 3dl.
  115129. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  115130. */
  115131. export class ColorGradingTexture extends BaseTexture {
  115132. /**
  115133. * The current texture matrix. (will always be identity in color grading texture)
  115134. */
  115135. private _textureMatrix;
  115136. /**
  115137. * The texture URL.
  115138. */
  115139. url: string;
  115140. /**
  115141. * Empty line regex stored for GC.
  115142. */
  115143. private static _noneEmptyLineRegex;
  115144. private _engine;
  115145. /**
  115146. * Instantiates a ColorGradingTexture from the following parameters.
  115147. *
  115148. * @param url The location of the color gradind data (currently only supporting 3dl)
  115149. * @param scene The scene the texture will be used in
  115150. */
  115151. constructor(url: string, scene: Scene);
  115152. /**
  115153. * Returns the texture matrix used in most of the material.
  115154. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  115155. */
  115156. getTextureMatrix(): Matrix;
  115157. /**
  115158. * Occurs when the file being loaded is a .3dl LUT file.
  115159. */
  115160. private load3dlTexture;
  115161. /**
  115162. * Starts the loading process of the texture.
  115163. */
  115164. private loadTexture;
  115165. /**
  115166. * Clones the color gradind texture.
  115167. */
  115168. clone(): ColorGradingTexture;
  115169. /**
  115170. * Called during delayed load for textures.
  115171. */
  115172. delayLoad(): void;
  115173. /**
  115174. * Parses a color grading texture serialized by Babylon.
  115175. * @param parsedTexture The texture information being parsedTexture
  115176. * @param scene The scene to load the texture in
  115177. * @param rootUrl The root url of the data assets to load
  115178. * @return A color gradind texture
  115179. */
  115180. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  115181. /**
  115182. * Serializes the LUT texture to json format.
  115183. */
  115184. serialize(): any;
  115185. }
  115186. }
  115187. declare module BABYLON {
  115188. /**
  115189. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  115190. */
  115191. export class EquiRectangularCubeTexture extends BaseTexture {
  115192. /** The six faces of the cube. */
  115193. private static _FacesMapping;
  115194. private _noMipmap;
  115195. private _onLoad;
  115196. private _onError;
  115197. /** The size of the cubemap. */
  115198. private _size;
  115199. /** The buffer of the image. */
  115200. private _buffer;
  115201. /** The width of the input image. */
  115202. private _width;
  115203. /** The height of the input image. */
  115204. private _height;
  115205. /** The URL to the image. */
  115206. url: string;
  115207. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  115208. coordinatesMode: number;
  115209. /**
  115210. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  115211. * @param url The location of the image
  115212. * @param scene The scene the texture will be used in
  115213. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115214. * @param noMipmap Forces to not generate the mipmap if true
  115215. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  115216. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  115217. * @param onLoad — defines a callback called when texture is loaded
  115218. * @param onError — defines a callback called if there is an error
  115219. */
  115220. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  115221. /**
  115222. * Load the image data, by putting the image on a canvas and extracting its buffer.
  115223. */
  115224. private loadImage;
  115225. /**
  115226. * Convert the image buffer into a cubemap and create a CubeTexture.
  115227. */
  115228. private loadTexture;
  115229. /**
  115230. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  115231. * @param buffer The ArrayBuffer that should be converted.
  115232. * @returns The buffer as Float32Array.
  115233. */
  115234. private getFloat32ArrayFromArrayBuffer;
  115235. /**
  115236. * Get the current class name of the texture useful for serialization or dynamic coding.
  115237. * @returns "EquiRectangularCubeTexture"
  115238. */
  115239. getClassName(): string;
  115240. /**
  115241. * Create a clone of the current EquiRectangularCubeTexture and return it.
  115242. * @returns A clone of the current EquiRectangularCubeTexture.
  115243. */
  115244. clone(): EquiRectangularCubeTexture;
  115245. }
  115246. }
  115247. declare module BABYLON {
  115248. /**
  115249. * Based on jsTGALoader - Javascript loader for TGA file
  115250. * By Vincent Thibault
  115251. * @see http://blog.robrowser.com/javascript-tga-loader.html
  115252. */
  115253. export class TGATools {
  115254. private static _TYPE_INDEXED;
  115255. private static _TYPE_RGB;
  115256. private static _TYPE_GREY;
  115257. private static _TYPE_RLE_INDEXED;
  115258. private static _TYPE_RLE_RGB;
  115259. private static _TYPE_RLE_GREY;
  115260. private static _ORIGIN_MASK;
  115261. private static _ORIGIN_SHIFT;
  115262. private static _ORIGIN_BL;
  115263. private static _ORIGIN_BR;
  115264. private static _ORIGIN_UL;
  115265. private static _ORIGIN_UR;
  115266. /**
  115267. * Gets the header of a TGA file
  115268. * @param data defines the TGA data
  115269. * @returns the header
  115270. */
  115271. static GetTGAHeader(data: Uint8Array): any;
  115272. /**
  115273. * Uploads TGA content to a Babylon Texture
  115274. * @hidden
  115275. */
  115276. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  115277. /** @hidden */
  115278. 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;
  115279. /** @hidden */
  115280. 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;
  115281. /** @hidden */
  115282. 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;
  115283. /** @hidden */
  115284. 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;
  115285. /** @hidden */
  115286. 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;
  115287. /** @hidden */
  115288. 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;
  115289. }
  115290. }
  115291. declare module BABYLON {
  115292. /**
  115293. * Implementation of the TGA Texture Loader.
  115294. * @hidden
  115295. */
  115296. export class _TGATextureLoader implements IInternalTextureLoader {
  115297. /**
  115298. * Defines wether the loader supports cascade loading the different faces.
  115299. */
  115300. readonly supportCascades: boolean;
  115301. /**
  115302. * This returns if the loader support the current file information.
  115303. * @param extension defines the file extension of the file being loaded
  115304. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115305. * @param fallback defines the fallback internal texture if any
  115306. * @param isBase64 defines whether the texture is encoded as a base64
  115307. * @param isBuffer defines whether the texture data are stored as a buffer
  115308. * @returns true if the loader can load the specified file
  115309. */
  115310. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115311. /**
  115312. * Transform the url before loading if required.
  115313. * @param rootUrl the url of the texture
  115314. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115315. * @returns the transformed texture
  115316. */
  115317. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115318. /**
  115319. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115320. * @param rootUrl the url of the texture
  115321. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115322. * @returns the fallback texture
  115323. */
  115324. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115325. /**
  115326. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  115327. * @param data contains the texture data
  115328. * @param texture defines the BabylonJS internal texture
  115329. * @param createPolynomials will be true if polynomials have been requested
  115330. * @param onLoad defines the callback to trigger once the texture is ready
  115331. * @param onError defines the callback to trigger in case of error
  115332. */
  115333. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115334. /**
  115335. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115336. * @param data contains the texture data
  115337. * @param texture defines the BabylonJS internal texture
  115338. * @param callback defines the method to call once ready to upload
  115339. */
  115340. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115341. }
  115342. }
  115343. declare module BABYLON {
  115344. /**
  115345. * Info about the .basis files
  115346. */
  115347. class BasisFileInfo {
  115348. /**
  115349. * If the file has alpha
  115350. */
  115351. hasAlpha: boolean;
  115352. /**
  115353. * Info about each image of the basis file
  115354. */
  115355. images: Array<{
  115356. levels: Array<{
  115357. width: number;
  115358. height: number;
  115359. transcodedPixels: ArrayBufferView;
  115360. }>;
  115361. }>;
  115362. }
  115363. /**
  115364. * Result of transcoding a basis file
  115365. */
  115366. class TranscodeResult {
  115367. /**
  115368. * Info about the .basis file
  115369. */
  115370. fileInfo: BasisFileInfo;
  115371. /**
  115372. * Format to use when loading the file
  115373. */
  115374. format: number;
  115375. }
  115376. /**
  115377. * Configuration options for the Basis transcoder
  115378. */
  115379. export class BasisTranscodeConfiguration {
  115380. /**
  115381. * Supported compression formats used to determine the supported output format of the transcoder
  115382. */
  115383. supportedCompressionFormats?: {
  115384. /**
  115385. * etc1 compression format
  115386. */
  115387. etc1?: boolean;
  115388. /**
  115389. * s3tc compression format
  115390. */
  115391. s3tc?: boolean;
  115392. /**
  115393. * pvrtc compression format
  115394. */
  115395. pvrtc?: boolean;
  115396. /**
  115397. * etc2 compression format
  115398. */
  115399. etc2?: boolean;
  115400. };
  115401. /**
  115402. * If mipmap levels should be loaded for transcoded images (Default: true)
  115403. */
  115404. loadMipmapLevels?: boolean;
  115405. /**
  115406. * Index of a single image to load (Default: all images)
  115407. */
  115408. loadSingleImage?: number;
  115409. }
  115410. /**
  115411. * Used to load .Basis files
  115412. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  115413. */
  115414. export class BasisTools {
  115415. private static _IgnoreSupportedFormats;
  115416. /**
  115417. * URL to use when loading the basis transcoder
  115418. */
  115419. static JSModuleURL: string;
  115420. /**
  115421. * URL to use when loading the wasm module for the transcoder
  115422. */
  115423. static WasmModuleURL: string;
  115424. /**
  115425. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  115426. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  115427. * @returns internal format corresponding to the Basis format
  115428. */
  115429. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  115430. private static _WorkerPromise;
  115431. private static _Worker;
  115432. private static _actionId;
  115433. private static _CreateWorkerAsync;
  115434. /**
  115435. * Transcodes a loaded image file to compressed pixel data
  115436. * @param imageData image data to transcode
  115437. * @param config configuration options for the transcoding
  115438. * @returns a promise resulting in the transcoded image
  115439. */
  115440. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  115441. /**
  115442. * Loads a texture from the transcode result
  115443. * @param texture texture load to
  115444. * @param transcodeResult the result of transcoding the basis file to load from
  115445. */
  115446. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  115447. }
  115448. }
  115449. declare module BABYLON {
  115450. /**
  115451. * Loader for .basis file format
  115452. */
  115453. export class _BasisTextureLoader implements IInternalTextureLoader {
  115454. /**
  115455. * Defines whether the loader supports cascade loading the different faces.
  115456. */
  115457. readonly supportCascades: boolean;
  115458. /**
  115459. * This returns if the loader support the current file information.
  115460. * @param extension defines the file extension of the file being loaded
  115461. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115462. * @param fallback defines the fallback internal texture if any
  115463. * @param isBase64 defines whether the texture is encoded as a base64
  115464. * @param isBuffer defines whether the texture data are stored as a buffer
  115465. * @returns true if the loader can load the specified file
  115466. */
  115467. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115468. /**
  115469. * Transform the url before loading if required.
  115470. * @param rootUrl the url of the texture
  115471. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115472. * @returns the transformed texture
  115473. */
  115474. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115475. /**
  115476. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115477. * @param rootUrl the url of the texture
  115478. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115479. * @returns the fallback texture
  115480. */
  115481. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115482. /**
  115483. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  115484. * @param data contains the texture data
  115485. * @param texture defines the BabylonJS internal texture
  115486. * @param createPolynomials will be true if polynomials have been requested
  115487. * @param onLoad defines the callback to trigger once the texture is ready
  115488. * @param onError defines the callback to trigger in case of error
  115489. */
  115490. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115491. /**
  115492. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115493. * @param data contains the texture data
  115494. * @param texture defines the BabylonJS internal texture
  115495. * @param callback defines the method to call once ready to upload
  115496. */
  115497. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115498. }
  115499. }
  115500. declare module BABYLON {
  115501. /**
  115502. * 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.
  115503. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115504. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115505. */
  115506. export class CustomProceduralTexture extends ProceduralTexture {
  115507. private _animate;
  115508. private _time;
  115509. private _config;
  115510. private _texturePath;
  115511. /**
  115512. * Instantiates a new Custom Procedural Texture.
  115513. * 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.
  115514. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115515. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115516. * @param name Define the name of the texture
  115517. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  115518. * @param size Define the size of the texture to create
  115519. * @param scene Define the scene the texture belongs to
  115520. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  115521. * @param generateMipMaps Define if the texture should creates mip maps or not
  115522. */
  115523. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115524. private _loadJson;
  115525. /**
  115526. * Is the texture ready to be used ? (rendered at least once)
  115527. * @returns true if ready, otherwise, false.
  115528. */
  115529. isReady(): boolean;
  115530. /**
  115531. * Render the texture to its associated render target.
  115532. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  115533. */
  115534. render(useCameraPostProcess?: boolean): void;
  115535. /**
  115536. * Update the list of dependant textures samplers in the shader.
  115537. */
  115538. updateTextures(): void;
  115539. /**
  115540. * Update the uniform values of the procedural texture in the shader.
  115541. */
  115542. updateShaderUniforms(): void;
  115543. /**
  115544. * Define if the texture animates or not.
  115545. */
  115546. animate: boolean;
  115547. }
  115548. }
  115549. declare module BABYLON {
  115550. /** @hidden */
  115551. export var noisePixelShader: {
  115552. name: string;
  115553. shader: string;
  115554. };
  115555. }
  115556. declare module BABYLON {
  115557. /**
  115558. * Class used to generate noise procedural textures
  115559. */
  115560. export class NoiseProceduralTexture extends ProceduralTexture {
  115561. private _time;
  115562. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  115563. brightness: number;
  115564. /** Defines the number of octaves to process */
  115565. octaves: number;
  115566. /** Defines the level of persistence (0.8 by default) */
  115567. persistence: number;
  115568. /** Gets or sets animation speed factor (default is 1) */
  115569. animationSpeedFactor: number;
  115570. /**
  115571. * Creates a new NoiseProceduralTexture
  115572. * @param name defines the name fo the texture
  115573. * @param size defines the size of the texture (default is 256)
  115574. * @param scene defines the hosting scene
  115575. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  115576. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  115577. */
  115578. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115579. private _updateShaderUniforms;
  115580. protected _getDefines(): string;
  115581. /** Generate the current state of the procedural texture */
  115582. render(useCameraPostProcess?: boolean): void;
  115583. /**
  115584. * Serializes this noise procedural texture
  115585. * @returns a serialized noise procedural texture object
  115586. */
  115587. serialize(): any;
  115588. /**
  115589. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  115590. * @param parsedTexture defines parsed texture data
  115591. * @param scene defines the current scene
  115592. * @param rootUrl defines the root URL containing noise procedural texture information
  115593. * @returns a parsed NoiseProceduralTexture
  115594. */
  115595. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  115596. }
  115597. }
  115598. declare module BABYLON {
  115599. /**
  115600. * Raw cube texture where the raw buffers are passed in
  115601. */
  115602. export class RawCubeTexture extends CubeTexture {
  115603. /**
  115604. * Creates a cube texture where the raw buffers are passed in.
  115605. * @param scene defines the scene the texture is attached to
  115606. * @param data defines the array of data to use to create each face
  115607. * @param size defines the size of the textures
  115608. * @param format defines the format of the data
  115609. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  115610. * @param generateMipMaps defines if the engine should generate the mip levels
  115611. * @param invertY defines if data must be stored with Y axis inverted
  115612. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  115613. * @param compression defines the compression used (null by default)
  115614. */
  115615. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  115616. /**
  115617. * Updates the raw cube texture.
  115618. * @param data defines the data to store
  115619. * @param format defines the data format
  115620. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  115621. * @param invertY defines if data must be stored with Y axis inverted
  115622. * @param compression defines the compression used (null by default)
  115623. * @param level defines which level of the texture to update
  115624. */
  115625. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  115626. /**
  115627. * Updates a raw cube texture with RGBD encoded data.
  115628. * @param data defines the array of data [mipmap][face] to use to create each face
  115629. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  115630. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  115631. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  115632. * @returns a promsie that resolves when the operation is complete
  115633. */
  115634. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  115635. /**
  115636. * Clones the raw cube texture.
  115637. * @return a new cube texture
  115638. */
  115639. clone(): CubeTexture;
  115640. /** @hidden */
  115641. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  115642. }
  115643. }
  115644. declare module BABYLON {
  115645. /**
  115646. * Class used to store 3D textures containing user data
  115647. */
  115648. export class RawTexture3D extends Texture {
  115649. /** Gets or sets the texture format to use */
  115650. format: number;
  115651. private _engine;
  115652. /**
  115653. * Create a new RawTexture3D
  115654. * @param data defines the data of the texture
  115655. * @param width defines the width of the texture
  115656. * @param height defines the height of the texture
  115657. * @param depth defines the depth of the texture
  115658. * @param format defines the texture format to use
  115659. * @param scene defines the hosting scene
  115660. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  115661. * @param invertY defines if texture must be stored with Y axis inverted
  115662. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  115663. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  115664. */
  115665. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  115666. /** Gets or sets the texture format to use */
  115667. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  115668. /**
  115669. * Update the texture with new data
  115670. * @param data defines the data to store in the texture
  115671. */
  115672. update(data: ArrayBufferView): void;
  115673. }
  115674. }
  115675. declare module BABYLON {
  115676. /**
  115677. * Creates a refraction texture used by refraction channel of the standard material.
  115678. * It is like a mirror but to see through a material.
  115679. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115680. */
  115681. export class RefractionTexture extends RenderTargetTexture {
  115682. /**
  115683. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  115684. * 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.
  115685. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115686. */
  115687. refractionPlane: Plane;
  115688. /**
  115689. * Define how deep under the surface we should see.
  115690. */
  115691. depth: number;
  115692. /**
  115693. * Creates a refraction texture used by refraction channel of the standard material.
  115694. * It is like a mirror but to see through a material.
  115695. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  115696. * @param name Define the texture name
  115697. * @param size Define the size of the underlying texture
  115698. * @param scene Define the scene the refraction belongs to
  115699. * @param generateMipMaps Define if we need to generate mips level for the refraction
  115700. */
  115701. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  115702. /**
  115703. * Clone the refraction texture.
  115704. * @returns the cloned texture
  115705. */
  115706. clone(): RefractionTexture;
  115707. /**
  115708. * Serialize the texture to a JSON representation you could use in Parse later on
  115709. * @returns the serialized JSON representation
  115710. */
  115711. serialize(): any;
  115712. }
  115713. }
  115714. declare module BABYLON {
  115715. /**
  115716. * Defines the options related to the creation of an HtmlElementTexture
  115717. */
  115718. export interface IHtmlElementTextureOptions {
  115719. /**
  115720. * Defines wether mip maps should be created or not.
  115721. */
  115722. generateMipMaps?: boolean;
  115723. /**
  115724. * Defines the sampling mode of the texture.
  115725. */
  115726. samplingMode?: number;
  115727. /**
  115728. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  115729. */
  115730. engine: Nullable<Engine>;
  115731. /**
  115732. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  115733. */
  115734. scene: Nullable<Scene>;
  115735. }
  115736. /**
  115737. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  115738. * To be as efficient as possible depending on your constraints nothing aside the first upload
  115739. * is automatically managed.
  115740. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  115741. * in your application.
  115742. *
  115743. * As the update is not automatic, you need to call them manually.
  115744. */
  115745. export class HtmlElementTexture extends BaseTexture {
  115746. /**
  115747. * The texture URL.
  115748. */
  115749. element: HTMLVideoElement | HTMLCanvasElement;
  115750. private static readonly DefaultOptions;
  115751. private _textureMatrix;
  115752. private _engine;
  115753. private _isVideo;
  115754. private _generateMipMaps;
  115755. private _samplingMode;
  115756. /**
  115757. * Instantiates a HtmlElementTexture from the following parameters.
  115758. *
  115759. * @param name Defines the name of the texture
  115760. * @param element Defines the video or canvas the texture is filled with
  115761. * @param options Defines the other none mandatory texture creation options
  115762. */
  115763. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  115764. private _createInternalTexture;
  115765. /**
  115766. * Returns the texture matrix used in most of the material.
  115767. */
  115768. getTextureMatrix(): Matrix;
  115769. /**
  115770. * Updates the content of the texture.
  115771. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  115772. */
  115773. update(invertY?: Nullable<boolean>): void;
  115774. }
  115775. }
  115776. declare module BABYLON {
  115777. /**
  115778. * Enum used to define the target of a block
  115779. */
  115780. export enum NodeMaterialBlockTargets {
  115781. /** Vertex shader */
  115782. Vertex = 1,
  115783. /** Fragment shader */
  115784. Fragment = 2,
  115785. /** Neutral */
  115786. Neutral = 4,
  115787. /** Vertex and Fragment */
  115788. VertexAndFragment = 3
  115789. }
  115790. }
  115791. declare module BABYLON {
  115792. /**
  115793. * Defines the kind of connection point for node based material
  115794. */
  115795. export enum NodeMaterialBlockConnectionPointTypes {
  115796. /** Float */
  115797. Float = 1,
  115798. /** Int */
  115799. Int = 2,
  115800. /** Vector2 */
  115801. Vector2 = 4,
  115802. /** Vector3 */
  115803. Vector3 = 8,
  115804. /** Vector4 */
  115805. Vector4 = 16,
  115806. /** Color3 */
  115807. Color3 = 32,
  115808. /** Color4 */
  115809. Color4 = 64,
  115810. /** Matrix */
  115811. Matrix = 128,
  115812. /** Detect type based on connection */
  115813. AutoDetect = 1024,
  115814. /** Output type that will be defined by input type */
  115815. BasedOnInput = 2048
  115816. }
  115817. }
  115818. declare module BABYLON {
  115819. /**
  115820. * Root class for all node material optimizers
  115821. */
  115822. export class NodeMaterialOptimizer {
  115823. /**
  115824. * Function used to optimize a NodeMaterial graph
  115825. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  115826. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  115827. */
  115828. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  115829. }
  115830. }
  115831. declare module BABYLON {
  115832. /**
  115833. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  115834. */
  115835. export class TransformBlock extends NodeMaterialBlock {
  115836. /**
  115837. * Defines the value to use to complement W value to transform it to a Vector4
  115838. */
  115839. complementW: number;
  115840. /**
  115841. * Defines the value to use to complement z value to transform it to a Vector4
  115842. */
  115843. complementZ: number;
  115844. /**
  115845. * Creates a new TransformBlock
  115846. * @param name defines the block name
  115847. */
  115848. constructor(name: string);
  115849. /**
  115850. * Gets the current class name
  115851. * @returns the class name
  115852. */
  115853. getClassName(): string;
  115854. /**
  115855. * Gets the vector input
  115856. */
  115857. readonly vector: NodeMaterialConnectionPoint;
  115858. /**
  115859. * Gets the output component
  115860. */
  115861. readonly output: NodeMaterialConnectionPoint;
  115862. /**
  115863. * Gets the matrix transform input
  115864. */
  115865. readonly transform: NodeMaterialConnectionPoint;
  115866. protected _buildBlock(state: NodeMaterialBuildState): this;
  115867. serialize(): any;
  115868. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115869. }
  115870. }
  115871. declare module BABYLON {
  115872. /**
  115873. * Block used to output the vertex position
  115874. */
  115875. export class VertexOutputBlock extends NodeMaterialBlock {
  115876. /**
  115877. * Creates a new VertexOutputBlock
  115878. * @param name defines the block name
  115879. */
  115880. constructor(name: string);
  115881. /**
  115882. * Gets the current class name
  115883. * @returns the class name
  115884. */
  115885. getClassName(): string;
  115886. /**
  115887. * Gets the vector input component
  115888. */
  115889. readonly vector: NodeMaterialConnectionPoint;
  115890. protected _buildBlock(state: NodeMaterialBuildState): this;
  115891. }
  115892. }
  115893. declare module BABYLON {
  115894. /**
  115895. * Block used to output the final color
  115896. */
  115897. export class FragmentOutputBlock extends NodeMaterialBlock {
  115898. /**
  115899. * Create a new FragmentOutputBlock
  115900. * @param name defines the block name
  115901. */
  115902. constructor(name: string);
  115903. /**
  115904. * Gets the current class name
  115905. * @returns the class name
  115906. */
  115907. getClassName(): string;
  115908. /**
  115909. * Gets the rgba input component
  115910. */
  115911. readonly rgba: NodeMaterialConnectionPoint;
  115912. /**
  115913. * Gets the rgb input component
  115914. */
  115915. readonly rgb: NodeMaterialConnectionPoint;
  115916. /**
  115917. * Gets the a input component
  115918. */
  115919. readonly a: NodeMaterialConnectionPoint;
  115920. protected _buildBlock(state: NodeMaterialBuildState): this;
  115921. }
  115922. }
  115923. declare module BABYLON {
  115924. /**
  115925. * Interface used to configure the node material editor
  115926. */
  115927. export interface INodeMaterialEditorOptions {
  115928. /** Define the URl to load node editor script */
  115929. editorURL?: string;
  115930. }
  115931. /** @hidden */
  115932. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  115933. /** BONES */
  115934. NUM_BONE_INFLUENCERS: number;
  115935. BonesPerMesh: number;
  115936. BONETEXTURE: boolean;
  115937. /** MORPH TARGETS */
  115938. MORPHTARGETS: boolean;
  115939. MORPHTARGETS_NORMAL: boolean;
  115940. MORPHTARGETS_TANGENT: boolean;
  115941. MORPHTARGETS_UV: boolean;
  115942. NUM_MORPH_INFLUENCERS: number;
  115943. /** IMAGE PROCESSING */
  115944. IMAGEPROCESSING: boolean;
  115945. VIGNETTE: boolean;
  115946. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115947. VIGNETTEBLENDMODEOPAQUE: boolean;
  115948. TONEMAPPING: boolean;
  115949. TONEMAPPING_ACES: boolean;
  115950. CONTRAST: boolean;
  115951. EXPOSURE: boolean;
  115952. COLORCURVES: boolean;
  115953. COLORGRADING: boolean;
  115954. COLORGRADING3D: boolean;
  115955. SAMPLER3DGREENDEPTH: boolean;
  115956. SAMPLER3DBGRMAP: boolean;
  115957. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115958. constructor();
  115959. setValue(name: string, value: boolean): void;
  115960. }
  115961. /**
  115962. * Class used to configure NodeMaterial
  115963. */
  115964. export interface INodeMaterialOptions {
  115965. /**
  115966. * Defines if blocks should emit comments
  115967. */
  115968. emitComments: boolean;
  115969. }
  115970. /**
  115971. * Class used to create a node based material built by assembling shader blocks
  115972. */
  115973. export class NodeMaterial extends PushMaterial {
  115974. private static _BuildIdGenerator;
  115975. private _options;
  115976. private _vertexCompilationState;
  115977. private _fragmentCompilationState;
  115978. private _sharedData;
  115979. private _buildId;
  115980. private _buildWasSuccessful;
  115981. private _cachedWorldViewMatrix;
  115982. private _cachedWorldViewProjectionMatrix;
  115983. private _optimizers;
  115984. /** Define the URl to load node editor script */
  115985. static EditorURL: string;
  115986. private BJSNODEMATERIALEDITOR;
  115987. /** Get the inspector from bundle or global */
  115988. private _getGlobalNodeMaterialEditor;
  115989. /**
  115990. * 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)
  115991. */
  115992. ignoreAlpha: boolean;
  115993. /**
  115994. * Defines the maximum number of lights that can be used in the material
  115995. */
  115996. maxSimultaneousLights: number;
  115997. /**
  115998. * Observable raised when the material is built
  115999. */
  116000. onBuildObservable: Observable<NodeMaterial>;
  116001. /**
  116002. * Gets or sets the root nodes of the material vertex shader
  116003. */
  116004. _vertexOutputNodes: NodeMaterialBlock[];
  116005. /**
  116006. * Gets or sets the root nodes of the material fragment (pixel) shader
  116007. */
  116008. _fragmentOutputNodes: NodeMaterialBlock[];
  116009. /** Gets or sets options to control the node material overall behavior */
  116010. options: INodeMaterialOptions;
  116011. /**
  116012. * Default configuration related to image processing available in the standard Material.
  116013. */
  116014. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116015. /**
  116016. * Gets the image processing configuration used either in this material.
  116017. */
  116018. /**
  116019. * Sets the Default image processing configuration used either in the this material.
  116020. *
  116021. * If sets to null, the scene one is in use.
  116022. */
  116023. imageProcessingConfiguration: ImageProcessingConfiguration;
  116024. /**
  116025. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  116026. */
  116027. attachedBlocks: NodeMaterialBlock[];
  116028. /**
  116029. * Create a new node based material
  116030. * @param name defines the material name
  116031. * @param scene defines the hosting scene
  116032. * @param options defines creation option
  116033. */
  116034. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  116035. /**
  116036. * Gets the current class name of the material e.g. "NodeMaterial"
  116037. * @returns the class name
  116038. */
  116039. getClassName(): string;
  116040. /**
  116041. * Keep track of the image processing observer to allow dispose and replace.
  116042. */
  116043. private _imageProcessingObserver;
  116044. /**
  116045. * Attaches a new image processing configuration to the Standard Material.
  116046. * @param configuration
  116047. */
  116048. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116049. /**
  116050. * Adds a new optimizer to the list of optimizers
  116051. * @param optimizer defines the optimizers to add
  116052. * @returns the current material
  116053. */
  116054. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116055. /**
  116056. * Remove an optimizer from the list of optimizers
  116057. * @param optimizer defines the optimizers to remove
  116058. * @returns the current material
  116059. */
  116060. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116061. /**
  116062. * Add a new block to the list of output nodes
  116063. * @param node defines the node to add
  116064. * @returns the current material
  116065. */
  116066. addOutputNode(node: NodeMaterialBlock): this;
  116067. /**
  116068. * Remove a block from the list of root nodes
  116069. * @param node defines the node to remove
  116070. * @returns the current material
  116071. */
  116072. removeOutputNode(node: NodeMaterialBlock): this;
  116073. private _addVertexOutputNode;
  116074. private _removeVertexOutputNode;
  116075. private _addFragmentOutputNode;
  116076. private _removeFragmentOutputNode;
  116077. /**
  116078. * Specifies if the material will require alpha blending
  116079. * @returns a boolean specifying if alpha blending is needed
  116080. */
  116081. needAlphaBlending(): boolean;
  116082. /**
  116083. * Specifies if this material should be rendered in alpha test mode
  116084. * @returns a boolean specifying if an alpha test is needed.
  116085. */
  116086. needAlphaTesting(): boolean;
  116087. private _initializeBlock;
  116088. private _resetDualBlocks;
  116089. /**
  116090. * Build the material and generates the inner effect
  116091. * @param verbose defines if the build should log activity
  116092. */
  116093. build(verbose?: boolean): void;
  116094. /**
  116095. * Runs an otpimization phase to try to improve the shader code
  116096. */
  116097. optimize(): void;
  116098. private _prepareDefinesForAttributes;
  116099. /**
  116100. * Get if the submesh is ready to be used and all its information available.
  116101. * Child classes can use it to update shaders
  116102. * @param mesh defines the mesh to check
  116103. * @param subMesh defines which submesh to check
  116104. * @param useInstances specifies that instances should be used
  116105. * @returns a boolean indicating that the submesh is ready or not
  116106. */
  116107. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116108. /**
  116109. * Get a string representing the shaders built by the current node graph
  116110. */
  116111. readonly compiledShaders: string;
  116112. /**
  116113. * Binds the world matrix to the material
  116114. * @param world defines the world transformation matrix
  116115. */
  116116. bindOnlyWorldMatrix(world: Matrix): void;
  116117. /**
  116118. * Binds the submesh to this material by preparing the effect and shader to draw
  116119. * @param world defines the world transformation matrix
  116120. * @param mesh defines the mesh containing the submesh
  116121. * @param subMesh defines the submesh to bind the material to
  116122. */
  116123. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116124. /**
  116125. * Gets the active textures from the material
  116126. * @returns an array of textures
  116127. */
  116128. getActiveTextures(): BaseTexture[];
  116129. /**
  116130. * Specifies if the material uses a texture
  116131. * @param texture defines the texture to check against the material
  116132. * @returns a boolean specifying if the material uses the texture
  116133. */
  116134. hasTexture(texture: BaseTexture): boolean;
  116135. /**
  116136. * Disposes the material
  116137. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  116138. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  116139. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  116140. */
  116141. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  116142. /** Creates the node editor window. */
  116143. private _createNodeEditor;
  116144. /**
  116145. * Launch the node material editor
  116146. * @param config Define the configuration of the editor
  116147. * @return a promise fulfilled when the node editor is visible
  116148. */
  116149. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  116150. /**
  116151. * Clear the current material
  116152. */
  116153. clear(): void;
  116154. /**
  116155. * Clear the current material and set it to a default state
  116156. */
  116157. setToDefault(): void;
  116158. private _gatherBlocks;
  116159. /**
  116160. * Serializes this material in a JSON representation
  116161. * @returns the serialized material object
  116162. */
  116163. serialize(): any;
  116164. /**
  116165. * Clear the current graph and load a new one from a serialization object
  116166. * @param source defines the JSON representation of the material
  116167. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116168. */
  116169. loadFromSerialization(source: any, rootUrl?: string): void;
  116170. /**
  116171. * Creates a node material from parsed material data
  116172. * @param source defines the JSON representation of the material
  116173. * @param scene defines the hosting scene
  116174. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116175. * @returns a new node material
  116176. */
  116177. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  116178. }
  116179. }
  116180. declare module BABYLON {
  116181. /**
  116182. * Block used to read a texture from a sampler
  116183. */
  116184. export class TextureBlock extends NodeMaterialBlock {
  116185. private _defineName;
  116186. private _samplerName;
  116187. private _transformedUVName;
  116188. private _textureTransformName;
  116189. private _textureInfoName;
  116190. private _mainUVName;
  116191. private _mainUVDefineName;
  116192. /**
  116193. * Gets or sets the texture associated with the node
  116194. */
  116195. texture: Nullable<BaseTexture>;
  116196. /**
  116197. * Create a new TextureBlock
  116198. * @param name defines the block name
  116199. */
  116200. constructor(name: string);
  116201. /**
  116202. * Gets the current class name
  116203. * @returns the class name
  116204. */
  116205. getClassName(): string;
  116206. /**
  116207. * Gets the uv input component
  116208. */
  116209. readonly uv: NodeMaterialConnectionPoint;
  116210. /**
  116211. * Gets the output component
  116212. */
  116213. readonly output: NodeMaterialConnectionPoint;
  116214. autoConfigure(): void;
  116215. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116216. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116217. isReady(): boolean;
  116218. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116219. private _injectVertexCode;
  116220. private _writeOutput;
  116221. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116222. serialize(): any;
  116223. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116224. }
  116225. }
  116226. declare module BABYLON {
  116227. /**
  116228. * Class used to store shared data between 2 NodeMaterialBuildState
  116229. */
  116230. export class NodeMaterialBuildStateSharedData {
  116231. /**
  116232. * Gets the list of emitted varyings
  116233. */
  116234. varyings: string[];
  116235. /**
  116236. * Gets the varying declaration string
  116237. */
  116238. varyingDeclaration: string;
  116239. /**
  116240. * Input blocks
  116241. */
  116242. inputBlocks: InputBlock[];
  116243. /**
  116244. * Input blocks
  116245. */
  116246. textureBlocks: TextureBlock[];
  116247. /**
  116248. * Bindable blocks (Blocks that need to set data to the effect)
  116249. */
  116250. bindableBlocks: NodeMaterialBlock[];
  116251. /**
  116252. * List of blocks that can provide a compilation fallback
  116253. */
  116254. blocksWithFallbacks: NodeMaterialBlock[];
  116255. /**
  116256. * List of blocks that can provide a define update
  116257. */
  116258. blocksWithDefines: NodeMaterialBlock[];
  116259. /**
  116260. * List of blocks that can provide a repeatable content
  116261. */
  116262. repeatableContentBlocks: NodeMaterialBlock[];
  116263. /**
  116264. * List of blocks that can provide a dynamic list of uniforms
  116265. */
  116266. dynamicUniformBlocks: NodeMaterialBlock[];
  116267. /**
  116268. * List of blocks that can block the isReady function for the material
  116269. */
  116270. blockingBlocks: NodeMaterialBlock[];
  116271. /**
  116272. * Build Id used to avoid multiple recompilations
  116273. */
  116274. buildId: number;
  116275. /** List of emitted variables */
  116276. variableNames: {
  116277. [key: string]: number;
  116278. };
  116279. /** List of emitted defines */
  116280. defineNames: {
  116281. [key: string]: number;
  116282. };
  116283. /** Should emit comments? */
  116284. emitComments: boolean;
  116285. /** Emit build activity */
  116286. verbose: boolean;
  116287. /**
  116288. * Gets the compilation hints emitted at compilation time
  116289. */
  116290. hints: {
  116291. needWorldViewMatrix: boolean;
  116292. needWorldViewProjectionMatrix: boolean;
  116293. needAlphaBlending: boolean;
  116294. needAlphaTesting: boolean;
  116295. };
  116296. /**
  116297. * List of compilation checks
  116298. */
  116299. checks: {
  116300. emitVertex: boolean;
  116301. emitFragment: boolean;
  116302. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  116303. };
  116304. /** Creates a new shared data */
  116305. constructor();
  116306. /**
  116307. * Emits console errors and exceptions if there is a failing check
  116308. */
  116309. emitErrors(): void;
  116310. }
  116311. }
  116312. declare module BABYLON {
  116313. /**
  116314. * Class used to store node based material build state
  116315. */
  116316. export class NodeMaterialBuildState {
  116317. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  116318. supportUniformBuffers: boolean;
  116319. /**
  116320. * Gets the list of emitted attributes
  116321. */
  116322. attributes: string[];
  116323. /**
  116324. * Gets the list of emitted uniforms
  116325. */
  116326. uniforms: string[];
  116327. /**
  116328. * Gets the list of emitted uniform buffers
  116329. */
  116330. uniformBuffers: string[];
  116331. /**
  116332. * Gets the list of emitted samplers
  116333. */
  116334. samplers: string[];
  116335. /**
  116336. * Gets the list of emitted functions
  116337. */
  116338. functions: {
  116339. [key: string]: string;
  116340. };
  116341. /**
  116342. * Gets the target of the compilation state
  116343. */
  116344. target: NodeMaterialBlockTargets;
  116345. /**
  116346. * Gets the list of emitted counters
  116347. */
  116348. counters: {
  116349. [key: string]: number;
  116350. };
  116351. /**
  116352. * Shared data between multiple NodeMaterialBuildState instances
  116353. */
  116354. sharedData: NodeMaterialBuildStateSharedData;
  116355. /** @hidden */
  116356. _vertexState: NodeMaterialBuildState;
  116357. /** @hidden */
  116358. _attributeDeclaration: string;
  116359. /** @hidden */
  116360. _uniformDeclaration: string;
  116361. /** @hidden */
  116362. _samplerDeclaration: string;
  116363. /** @hidden */
  116364. _varyingTransfer: string;
  116365. private _repeatableContentAnchorIndex;
  116366. /** @hidden */
  116367. _builtCompilationString: string;
  116368. /**
  116369. * Gets the emitted compilation strings
  116370. */
  116371. compilationString: string;
  116372. /**
  116373. * Finalize the compilation strings
  116374. * @param state defines the current compilation state
  116375. */
  116376. finalize(state: NodeMaterialBuildState): void;
  116377. /** @hidden */
  116378. readonly _repeatableContentAnchor: string;
  116379. /** @hidden */
  116380. _getFreeVariableName(prefix: string): string;
  116381. /** @hidden */
  116382. _getFreeDefineName(prefix: string): string;
  116383. /** @hidden */
  116384. _excludeVariableName(name: string): void;
  116385. /** @hidden */
  116386. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  116387. /** @hidden */
  116388. _emitFunction(name: string, code: string, comments: string): void;
  116389. /** @hidden */
  116390. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  116391. replaceStrings?: {
  116392. search: RegExp;
  116393. replace: string;
  116394. }[];
  116395. repeatKey?: string;
  116396. }): string;
  116397. /** @hidden */
  116398. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  116399. repeatKey?: string;
  116400. removeAttributes?: boolean;
  116401. removeUniforms?: boolean;
  116402. removeVaryings?: boolean;
  116403. removeIfDef?: boolean;
  116404. replaceStrings?: {
  116405. search: RegExp;
  116406. replace: string;
  116407. }[];
  116408. }, storeKey?: string): void;
  116409. /** @hidden */
  116410. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  116411. /** @hidden */
  116412. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  116413. }
  116414. }
  116415. declare module BABYLON {
  116416. /**
  116417. * Defines a block that can be used inside a node based material
  116418. */
  116419. export class NodeMaterialBlock {
  116420. private _buildId;
  116421. private _buildTarget;
  116422. private _target;
  116423. private _isFinalMerger;
  116424. private _isInput;
  116425. /** @hidden */
  116426. _inputs: NodeMaterialConnectionPoint[];
  116427. /** @hidden */
  116428. _outputs: NodeMaterialConnectionPoint[];
  116429. /**
  116430. * Gets or sets the name of the block
  116431. */
  116432. name: string;
  116433. /**
  116434. * Gets or sets the unique id of the node
  116435. */
  116436. uniqueId: number;
  116437. /**
  116438. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  116439. */
  116440. readonly isFinalMerger: boolean;
  116441. /**
  116442. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  116443. */
  116444. readonly isInput: boolean;
  116445. /**
  116446. * Gets or sets the build Id
  116447. */
  116448. buildId: number;
  116449. /**
  116450. * Gets or sets the target of the block
  116451. */
  116452. target: NodeMaterialBlockTargets;
  116453. /**
  116454. * Gets the list of input points
  116455. */
  116456. readonly inputs: NodeMaterialConnectionPoint[];
  116457. /** Gets the list of output points */
  116458. readonly outputs: NodeMaterialConnectionPoint[];
  116459. /**
  116460. * Find an input by its name
  116461. * @param name defines the name of the input to look for
  116462. * @returns the input or null if not found
  116463. */
  116464. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  116465. /**
  116466. * Find an output by its name
  116467. * @param name defines the name of the outputto look for
  116468. * @returns the output or null if not found
  116469. */
  116470. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  116471. /**
  116472. * Creates a new NodeMaterialBlock
  116473. * @param name defines the block name
  116474. * @param target defines the target of that block (Vertex by default)
  116475. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  116476. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  116477. */
  116478. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  116479. /**
  116480. * Initialize the block and prepare the context for build
  116481. * @param state defines the state that will be used for the build
  116482. */
  116483. initialize(state: NodeMaterialBuildState): void;
  116484. /**
  116485. * Bind data to effect. Will only be called for blocks with isBindable === true
  116486. * @param effect defines the effect to bind data to
  116487. * @param nodeMaterial defines the hosting NodeMaterial
  116488. * @param mesh defines the mesh that will be rendered
  116489. */
  116490. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116491. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  116492. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  116493. protected _writeFloat(value: number): string;
  116494. /**
  116495. * Gets the current class name e.g. "NodeMaterialBlock"
  116496. * @returns the class name
  116497. */
  116498. getClassName(): string;
  116499. /**
  116500. * Register a new input. Must be called inside a block constructor
  116501. * @param name defines the connection point name
  116502. * @param type defines the connection point type
  116503. * @param isOptional defines a boolean indicating that this input can be omitted
  116504. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  116505. * @returns the current block
  116506. */
  116507. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  116508. /**
  116509. * Register a new output. Must be called inside a block constructor
  116510. * @param name defines the connection point name
  116511. * @param type defines the connection point type
  116512. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  116513. * @returns the current block
  116514. */
  116515. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  116516. /**
  116517. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  116518. * @param forOutput defines an optional connection point to check compatibility with
  116519. * @returns the first available input or null
  116520. */
  116521. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  116522. /**
  116523. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  116524. * @param forBlock defines an optional block to check compatibility with
  116525. * @returns the first available input or null
  116526. */
  116527. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  116528. /**
  116529. * Connect current block with another block
  116530. * @param other defines the block to connect with
  116531. * @param options define the various options to help pick the right connections
  116532. * @returns the current block
  116533. */
  116534. connectTo(other: NodeMaterialBlock, options?: {
  116535. input?: string;
  116536. output?: string;
  116537. outputSwizzle?: string;
  116538. }): this | undefined;
  116539. protected _buildBlock(state: NodeMaterialBuildState): void;
  116540. /**
  116541. * Add uniforms, samplers and uniform buffers at compilation time
  116542. * @param state defines the state to update
  116543. * @param nodeMaterial defines the node material requesting the update
  116544. * @param defines defines the material defines to update
  116545. */
  116546. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116547. /**
  116548. * Add potential fallbacks if shader compilation fails
  116549. * @param mesh defines the mesh to be rendered
  116550. * @param fallbacks defines the current prioritized list of fallbacks
  116551. */
  116552. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  116553. /**
  116554. * Update defines for shader compilation
  116555. * @param mesh defines the mesh to be rendered
  116556. * @param nodeMaterial defines the node material requesting the update
  116557. * @param defines defines the material defines to update
  116558. * @param useInstances specifies that instances should be used
  116559. */
  116560. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116561. /**
  116562. * Initialize defines for shader compilation
  116563. * @param mesh defines the mesh to be rendered
  116564. * @param nodeMaterial defines the node material requesting the update
  116565. * @param defines defines the material defines to be prepared
  116566. * @param useInstances specifies that instances should be used
  116567. */
  116568. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116569. /**
  116570. * Lets the block try to connect some inputs automatically
  116571. */
  116572. autoConfigure(): void;
  116573. /**
  116574. * Function called when a block is declared as repeatable content generator
  116575. * @param vertexShaderState defines the current compilation state for the vertex shader
  116576. * @param fragmentShaderState defines the current compilation state for the fragment shader
  116577. * @param mesh defines the mesh to be rendered
  116578. * @param defines defines the material defines to update
  116579. */
  116580. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  116581. /**
  116582. * Checks if the block is ready
  116583. * @param mesh defines the mesh to be rendered
  116584. * @param nodeMaterial defines the node material requesting the update
  116585. * @param defines defines the material defines to update
  116586. * @param useInstances specifies that instances should be used
  116587. * @returns true if the block is ready
  116588. */
  116589. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  116590. private _processBuild;
  116591. /**
  116592. * Compile the current node and generate the shader code
  116593. * @param state defines the current compilation state (uniforms, samplers, current string)
  116594. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  116595. * @returns true if already built
  116596. */
  116597. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  116598. /**
  116599. * Serializes this block in a JSON representation
  116600. * @returns the serialized block object
  116601. */
  116602. serialize(): any;
  116603. /** @hidden */
  116604. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116605. }
  116606. }
  116607. declare module BABYLON {
  116608. /**
  116609. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  116610. */
  116611. export enum NodeMaterialBlockConnectionPointMode {
  116612. /** Value is an uniform */
  116613. Uniform = 0,
  116614. /** Value is a mesh attribute */
  116615. Attribute = 1,
  116616. /** Value is a varying between vertex and fragment shaders */
  116617. Varying = 2,
  116618. /** Mode is undefined */
  116619. Undefined = 3
  116620. }
  116621. }
  116622. declare module BABYLON {
  116623. /**
  116624. * Enum used to define well known values e.g. values automatically provided by the system
  116625. */
  116626. export enum NodeMaterialWellKnownValues {
  116627. /** World */
  116628. World = 1,
  116629. /** View */
  116630. View = 2,
  116631. /** Projection */
  116632. Projection = 3,
  116633. /** ViewProjection */
  116634. ViewProjection = 4,
  116635. /** WorldView */
  116636. WorldView = 5,
  116637. /** WorldViewProjection */
  116638. WorldViewProjection = 6,
  116639. /** CameraPosition */
  116640. CameraPosition = 7,
  116641. /** Fog Color */
  116642. FogColor = 8
  116643. }
  116644. }
  116645. declare module BABYLON {
  116646. /**
  116647. * Block used to expose an input value
  116648. */
  116649. export class InputBlock extends NodeMaterialBlock {
  116650. private _mode;
  116651. private _associatedVariableName;
  116652. private _storedValue;
  116653. private _valueCallback;
  116654. private _type;
  116655. /** @hidden */
  116656. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  116657. /**
  116658. * Gets or sets the connection point type (default is float)
  116659. */
  116660. readonly type: NodeMaterialBlockConnectionPointTypes;
  116661. /**
  116662. * Creates a new InputBlock
  116663. * @param name defines the block name
  116664. * @param target defines the target of that block (Vertex by default)
  116665. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  116666. */
  116667. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  116668. /**
  116669. * Gets the output component
  116670. */
  116671. readonly output: NodeMaterialConnectionPoint;
  116672. /**
  116673. * Set the source of this connection point to a vertex attribute
  116674. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  116675. * @returns the current connection point
  116676. */
  116677. setAsAttribute(attributeName?: string): InputBlock;
  116678. /**
  116679. * Set the source of this connection point to a well known value
  116680. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  116681. * @returns the current connection point
  116682. */
  116683. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  116684. /**
  116685. * Gets or sets the value of that point.
  116686. * Please note that this value will be ignored if valueCallback is defined
  116687. */
  116688. value: any;
  116689. /**
  116690. * Gets or sets a callback used to get the value of that point.
  116691. * Please note that setting this value will force the connection point to ignore the value property
  116692. */
  116693. valueCallback: () => any;
  116694. /**
  116695. * Gets or sets the associated variable name in the shader
  116696. */
  116697. associatedVariableName: string;
  116698. /**
  116699. * Gets a boolean indicating that this connection point not defined yet
  116700. */
  116701. readonly isUndefined: boolean;
  116702. /**
  116703. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  116704. * In this case the connection point name must be the name of the uniform to use.
  116705. * Can only be set on inputs
  116706. */
  116707. isUniform: boolean;
  116708. /**
  116709. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  116710. * In this case the connection point name must be the name of the attribute to use
  116711. * Can only be set on inputs
  116712. */
  116713. isAttribute: boolean;
  116714. /**
  116715. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  116716. * Can only be set on exit points
  116717. */
  116718. isVarying: boolean;
  116719. /**
  116720. * Gets a boolean indicating that the current connection point is a well known value
  116721. */
  116722. readonly isWellKnownValue: boolean;
  116723. /**
  116724. * Gets or sets the current well known value or null if not defined as well know value
  116725. */
  116726. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  116727. /**
  116728. * Gets the current class name
  116729. * @returns the class name
  116730. */
  116731. getClassName(): string;
  116732. private _emitDefine;
  116733. /**
  116734. * Set the input block to its default value (based on its type)
  116735. */
  116736. setDefaultValue(): void;
  116737. private _emit;
  116738. /** @hidden */
  116739. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  116740. /** @hidden */
  116741. _transmit(effect: Effect, scene: Scene): void;
  116742. protected _buildBlock(state: NodeMaterialBuildState): void;
  116743. serialize(): any;
  116744. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116745. }
  116746. }
  116747. declare module BABYLON {
  116748. /**
  116749. * Defines a connection point for a block
  116750. */
  116751. export class NodeMaterialConnectionPoint {
  116752. /** @hidden */
  116753. _ownerBlock: NodeMaterialBlock;
  116754. /** @hidden */
  116755. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  116756. private _endpoints;
  116757. private _associatedVariableName;
  116758. /** @hidden */
  116759. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  116760. private _type;
  116761. /** @hidden */
  116762. _enforceAssociatedVariableName: boolean;
  116763. /**
  116764. * Gets or sets the additional types supported byt this connection point
  116765. */
  116766. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  116767. /**
  116768. * Gets or sets the associated variable name in the shader
  116769. */
  116770. associatedVariableName: string;
  116771. /**
  116772. * Gets or sets the connection point type (default is float)
  116773. */
  116774. type: NodeMaterialBlockConnectionPointTypes;
  116775. /**
  116776. * Gets or sets the connection point name
  116777. */
  116778. name: string;
  116779. /**
  116780. * Gets or sets a boolean indicating that this connection point can be omitted
  116781. */
  116782. isOptional: boolean;
  116783. /**
  116784. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  116785. */
  116786. define: string;
  116787. /** Gets or sets the target of that connection point */
  116788. target: NodeMaterialBlockTargets;
  116789. /**
  116790. * Gets a boolean indicating that the current point is connected
  116791. */
  116792. readonly isConnected: boolean;
  116793. /**
  116794. * Gets a boolean indicating that the current point is connected to an input block
  116795. */
  116796. readonly isConnectedToInput: boolean;
  116797. /**
  116798. * Gets a the connected input block (if any)
  116799. */
  116800. readonly connectInputBlock: Nullable<InputBlock>;
  116801. /** Get the other side of the connection (if any) */
  116802. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  116803. /** Get the block that owns this connection point */
  116804. readonly ownerBlock: NodeMaterialBlock;
  116805. /** Get the block connected on the other side of this connection (if any) */
  116806. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  116807. /** Get the block connected on the endpoints of this connection (if any) */
  116808. readonly connectedBlocks: Array<NodeMaterialBlock>;
  116809. /** Gets the list of connected endpoints */
  116810. readonly endpoints: NodeMaterialConnectionPoint[];
  116811. /**
  116812. * Creates a new connection point
  116813. * @param name defines the connection point name
  116814. * @param ownerBlock defines the block hosting this connection point
  116815. */
  116816. constructor(name: string, ownerBlock: NodeMaterialBlock);
  116817. /**
  116818. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  116819. * @returns the class name
  116820. */
  116821. getClassName(): string;
  116822. /**
  116823. * Gets an boolean indicating if the current point can be connected to another point
  116824. * @param connectionPoint defines the other connection point
  116825. * @returns true if the connection is possible
  116826. */
  116827. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  116828. /**
  116829. * Connect this point to another connection point
  116830. * @param connectionPoint defines the other connection point
  116831. * @returns the current connection point
  116832. */
  116833. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116834. /**
  116835. * Disconnect this point from one of his endpoint
  116836. * @param endpoint defines the other connection point
  116837. * @returns the current connection point
  116838. */
  116839. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116840. /**
  116841. * Serializes this point in a JSON representation
  116842. * @returns the serialized point object
  116843. */
  116844. serialize(): any;
  116845. }
  116846. }
  116847. declare module BABYLON {
  116848. /**
  116849. * Block used to add support for vertex skinning (bones)
  116850. */
  116851. export class BonesBlock extends NodeMaterialBlock {
  116852. /**
  116853. * Creates a new BonesBlock
  116854. * @param name defines the block name
  116855. */
  116856. constructor(name: string);
  116857. /**
  116858. * Initialize the block and prepare the context for build
  116859. * @param state defines the state that will be used for the build
  116860. */
  116861. initialize(state: NodeMaterialBuildState): void;
  116862. /**
  116863. * Gets the current class name
  116864. * @returns the class name
  116865. */
  116866. getClassName(): string;
  116867. /**
  116868. * Gets the matrix indices input component
  116869. */
  116870. readonly matricesIndices: NodeMaterialConnectionPoint;
  116871. /**
  116872. * Gets the matrix weights input component
  116873. */
  116874. readonly matricesWeights: NodeMaterialConnectionPoint;
  116875. /**
  116876. * Gets the extra matrix indices input component
  116877. */
  116878. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  116879. /**
  116880. * Gets the extra matrix weights input component
  116881. */
  116882. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  116883. /**
  116884. * Gets the world input component
  116885. */
  116886. readonly world: NodeMaterialConnectionPoint;
  116887. /**
  116888. * Gets the output component
  116889. */
  116890. readonly output: NodeMaterialConnectionPoint;
  116891. autoConfigure(): void;
  116892. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  116893. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116894. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116895. protected _buildBlock(state: NodeMaterialBuildState): this;
  116896. }
  116897. }
  116898. declare module BABYLON {
  116899. /**
  116900. * Block used to add support for instances
  116901. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  116902. */
  116903. export class InstancesBlock extends NodeMaterialBlock {
  116904. /**
  116905. * Creates a new InstancesBlock
  116906. * @param name defines the block name
  116907. */
  116908. constructor(name: string);
  116909. /**
  116910. * Gets the current class name
  116911. * @returns the class name
  116912. */
  116913. getClassName(): string;
  116914. /**
  116915. * Gets the first world row input component
  116916. */
  116917. readonly world0: NodeMaterialConnectionPoint;
  116918. /**
  116919. * Gets the second world row input component
  116920. */
  116921. readonly world1: NodeMaterialConnectionPoint;
  116922. /**
  116923. * Gets the third world row input component
  116924. */
  116925. readonly world2: NodeMaterialConnectionPoint;
  116926. /**
  116927. * Gets the forth world row input component
  116928. */
  116929. readonly world3: NodeMaterialConnectionPoint;
  116930. /**
  116931. * Gets the world input component
  116932. */
  116933. readonly world: NodeMaterialConnectionPoint;
  116934. /**
  116935. * Gets the output component
  116936. */
  116937. readonly output: NodeMaterialConnectionPoint;
  116938. autoConfigure(): void;
  116939. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116940. protected _buildBlock(state: NodeMaterialBuildState): this;
  116941. }
  116942. }
  116943. declare module BABYLON {
  116944. /**
  116945. * Block used to add morph targets support to vertex shader
  116946. */
  116947. export class MorphTargetsBlock extends NodeMaterialBlock {
  116948. private _repeatableContentAnchor;
  116949. private _repeatebleContentGenerated;
  116950. /**
  116951. * Create a new MorphTargetsBlock
  116952. * @param name defines the block name
  116953. */
  116954. constructor(name: string);
  116955. /**
  116956. * Gets the current class name
  116957. * @returns the class name
  116958. */
  116959. getClassName(): string;
  116960. /**
  116961. * Gets the position input component
  116962. */
  116963. readonly position: NodeMaterialConnectionPoint;
  116964. /**
  116965. * Gets the normal input component
  116966. */
  116967. readonly normal: NodeMaterialConnectionPoint;
  116968. /**
  116969. * Gets the tangent input component
  116970. */
  116971. readonly tangent: NodeMaterialConnectionPoint;
  116972. /**
  116973. * Gets the tangent input component
  116974. */
  116975. readonly uv: NodeMaterialConnectionPoint;
  116976. /**
  116977. * Gets the position output component
  116978. */
  116979. readonly positionOutput: NodeMaterialConnectionPoint;
  116980. /**
  116981. * Gets the normal output component
  116982. */
  116983. readonly normalOutput: NodeMaterialConnectionPoint;
  116984. /**
  116985. * Gets the tangent output component
  116986. */
  116987. readonly tangentOutput: NodeMaterialConnectionPoint;
  116988. /**
  116989. * Gets the tangent output component
  116990. */
  116991. readonly uvOutput: NodeMaterialConnectionPoint;
  116992. initialize(state: NodeMaterialBuildState): void;
  116993. autoConfigure(): void;
  116994. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116995. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116996. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  116997. protected _buildBlock(state: NodeMaterialBuildState): this;
  116998. }
  116999. }
  117000. declare module BABYLON {
  117001. /**
  117002. * Block used to add an alpha test in the fragment shader
  117003. */
  117004. export class AlphaTestBlock extends NodeMaterialBlock {
  117005. /**
  117006. * Gets or sets the alpha value where alpha testing happens
  117007. */
  117008. alphaCutOff: number;
  117009. /**
  117010. * Create a new AlphaTestBlock
  117011. * @param name defines the block name
  117012. */
  117013. constructor(name: string);
  117014. /**
  117015. * Gets the current class name
  117016. * @returns the class name
  117017. */
  117018. getClassName(): string;
  117019. /**
  117020. * Gets the color input component
  117021. */
  117022. readonly color: NodeMaterialConnectionPoint;
  117023. /**
  117024. * Gets the alpha input component
  117025. */
  117026. readonly alpha: NodeMaterialConnectionPoint;
  117027. protected _buildBlock(state: NodeMaterialBuildState): this;
  117028. }
  117029. }
  117030. declare module BABYLON {
  117031. /**
  117032. * Block used to create a Color3/4 out of individual inputs (one for each component)
  117033. */
  117034. export class ColorMergerBlock extends NodeMaterialBlock {
  117035. /**
  117036. * Create a new ColorMergerBlock
  117037. * @param name defines the block name
  117038. */
  117039. constructor(name: string);
  117040. /**
  117041. * Gets the current class name
  117042. * @returns the class name
  117043. */
  117044. getClassName(): string;
  117045. /**
  117046. * Gets the r component (input)
  117047. */
  117048. readonly r: NodeMaterialConnectionPoint;
  117049. /**
  117050. * Gets the g component (input)
  117051. */
  117052. readonly g: NodeMaterialConnectionPoint;
  117053. /**
  117054. * Gets the b component (input)
  117055. */
  117056. readonly b: NodeMaterialConnectionPoint;
  117057. /**
  117058. * Gets the a component (input)
  117059. */
  117060. readonly a: NodeMaterialConnectionPoint;
  117061. /**
  117062. * Gets the rgba component (output)
  117063. */
  117064. readonly rgba: NodeMaterialConnectionPoint;
  117065. /**
  117066. * Gets the rgb component (output)
  117067. */
  117068. readonly rgb: NodeMaterialConnectionPoint;
  117069. protected _buildBlock(state: NodeMaterialBuildState): this;
  117070. }
  117071. }
  117072. declare module BABYLON {
  117073. /**
  117074. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  117075. */
  117076. export class VectorMergerBlock extends NodeMaterialBlock {
  117077. /**
  117078. * Create a new VectorMergerBlock
  117079. * @param name defines the block name
  117080. */
  117081. constructor(name: string);
  117082. /**
  117083. * Gets the current class name
  117084. * @returns the class name
  117085. */
  117086. getClassName(): string;
  117087. /**
  117088. * Gets the x component (input)
  117089. */
  117090. readonly x: NodeMaterialConnectionPoint;
  117091. /**
  117092. * Gets the y component (input)
  117093. */
  117094. readonly y: NodeMaterialConnectionPoint;
  117095. /**
  117096. * Gets the z component (input)
  117097. */
  117098. readonly z: NodeMaterialConnectionPoint;
  117099. /**
  117100. * Gets the w component (input)
  117101. */
  117102. readonly w: NodeMaterialConnectionPoint;
  117103. /**
  117104. * Gets the xyzw component (output)
  117105. */
  117106. readonly xyzw: NodeMaterialConnectionPoint;
  117107. /**
  117108. * Gets the xyz component (output)
  117109. */
  117110. readonly xyz: NodeMaterialConnectionPoint;
  117111. /**
  117112. * Gets the xy component (output)
  117113. */
  117114. readonly xy: NodeMaterialConnectionPoint;
  117115. protected _buildBlock(state: NodeMaterialBuildState): this;
  117116. }
  117117. }
  117118. declare module BABYLON {
  117119. /**
  117120. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  117121. */
  117122. export class ColorSplitterBlock extends NodeMaterialBlock {
  117123. /**
  117124. * Create a new ColorSplitterBlock
  117125. * @param name defines the block name
  117126. */
  117127. constructor(name: string);
  117128. /**
  117129. * Gets the current class name
  117130. * @returns the class name
  117131. */
  117132. getClassName(): string;
  117133. /**
  117134. * Gets the rgba component (input)
  117135. */
  117136. readonly rgba: NodeMaterialConnectionPoint;
  117137. /**
  117138. * Gets the rgb component (input)
  117139. */
  117140. readonly rgbIn: NodeMaterialConnectionPoint;
  117141. /**
  117142. * Gets the rgb component (output)
  117143. */
  117144. readonly rgbOut: NodeMaterialConnectionPoint;
  117145. /**
  117146. * Gets the r component (output)
  117147. */
  117148. readonly r: NodeMaterialConnectionPoint;
  117149. /**
  117150. * Gets the g component (output)
  117151. */
  117152. readonly g: NodeMaterialConnectionPoint;
  117153. /**
  117154. * Gets the b component (output)
  117155. */
  117156. readonly b: NodeMaterialConnectionPoint;
  117157. /**
  117158. * Gets the a component (output)
  117159. */
  117160. readonly a: NodeMaterialConnectionPoint;
  117161. protected _buildBlock(state: NodeMaterialBuildState): this;
  117162. }
  117163. }
  117164. declare module BABYLON {
  117165. /**
  117166. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  117167. */
  117168. export class VectorSplitterBlock extends NodeMaterialBlock {
  117169. /**
  117170. * Create a new VectorSplitterBlock
  117171. * @param name defines the block name
  117172. */
  117173. constructor(name: string);
  117174. /**
  117175. * Gets the current class name
  117176. * @returns the class name
  117177. */
  117178. getClassName(): string;
  117179. /**
  117180. * Gets the xyzw component (input)
  117181. */
  117182. readonly xyzw: NodeMaterialConnectionPoint;
  117183. /**
  117184. * Gets the xyz component (input)
  117185. */
  117186. readonly xyzIn: NodeMaterialConnectionPoint;
  117187. /**
  117188. * Gets the xyz component (output)
  117189. */
  117190. readonly xyzOut: NodeMaterialConnectionPoint;
  117191. /**
  117192. * Gets the xy component (output)
  117193. */
  117194. readonly xy: NodeMaterialConnectionPoint;
  117195. /**
  117196. * Gets the x component (output)
  117197. */
  117198. readonly x: NodeMaterialConnectionPoint;
  117199. /**
  117200. * Gets the y component (output)
  117201. */
  117202. readonly y: NodeMaterialConnectionPoint;
  117203. /**
  117204. * Gets the z component (output)
  117205. */
  117206. readonly z: NodeMaterialConnectionPoint;
  117207. /**
  117208. * Gets the w component (output)
  117209. */
  117210. readonly w: NodeMaterialConnectionPoint;
  117211. protected _buildBlock(state: NodeMaterialBuildState): this;
  117212. }
  117213. }
  117214. declare module BABYLON {
  117215. /**
  117216. * Block used to add image processing support to fragment shader
  117217. */
  117218. export class ImageProcessingBlock extends NodeMaterialBlock {
  117219. /**
  117220. * Create a new ImageProcessingBlock
  117221. * @param name defines the block name
  117222. */
  117223. constructor(name: string);
  117224. /**
  117225. * Gets the current class name
  117226. * @returns the class name
  117227. */
  117228. getClassName(): string;
  117229. /**
  117230. * Gets the color input component
  117231. */
  117232. readonly color: NodeMaterialConnectionPoint;
  117233. /**
  117234. * Gets the output component
  117235. */
  117236. readonly output: NodeMaterialConnectionPoint;
  117237. /**
  117238. * Initialize the block and prepare the context for build
  117239. * @param state defines the state that will be used for the build
  117240. */
  117241. initialize(state: NodeMaterialBuildState): void;
  117242. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  117243. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117244. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117245. protected _buildBlock(state: NodeMaterialBuildState): this;
  117246. }
  117247. }
  117248. declare module BABYLON {
  117249. /**
  117250. * Block used to add support for scene fog
  117251. */
  117252. export class FogBlock extends NodeMaterialBlock {
  117253. private _fogDistanceName;
  117254. private _fogParameters;
  117255. /**
  117256. * Create a new FogBlock
  117257. * @param name defines the block name
  117258. */
  117259. constructor(name: string);
  117260. /**
  117261. * Gets the current class name
  117262. * @returns the class name
  117263. */
  117264. getClassName(): string;
  117265. /**
  117266. * Gets the world position input component
  117267. */
  117268. readonly worldPosition: NodeMaterialConnectionPoint;
  117269. /**
  117270. * Gets the view input component
  117271. */
  117272. readonly view: NodeMaterialConnectionPoint;
  117273. /**
  117274. * Gets the color input component
  117275. */
  117276. readonly color: NodeMaterialConnectionPoint;
  117277. /**
  117278. * Gets the fog color input component
  117279. */
  117280. readonly fogColor: NodeMaterialConnectionPoint;
  117281. /**
  117282. * Gets the output component
  117283. */
  117284. readonly output: NodeMaterialConnectionPoint;
  117285. autoConfigure(): void;
  117286. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117287. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117288. protected _buildBlock(state: NodeMaterialBuildState): this;
  117289. }
  117290. }
  117291. declare module BABYLON {
  117292. /**
  117293. * Block used to add light in the fragment shader
  117294. */
  117295. export class LightBlock extends NodeMaterialBlock {
  117296. private _lightId;
  117297. /**
  117298. * Gets or sets the light associated with this block
  117299. */
  117300. light: Nullable<Light>;
  117301. /**
  117302. * Create a new LightBlock
  117303. * @param name defines the block name
  117304. */
  117305. constructor(name: string);
  117306. /**
  117307. * Gets the current class name
  117308. * @returns the class name
  117309. */
  117310. getClassName(): string;
  117311. /**
  117312. * Gets the world position input component
  117313. */
  117314. readonly worldPosition: NodeMaterialConnectionPoint;
  117315. /**
  117316. * Gets the world normal input component
  117317. */
  117318. readonly worldNormal: NodeMaterialConnectionPoint;
  117319. /**
  117320. * Gets the camera (or eye) position component
  117321. */
  117322. readonly cameraPosition: NodeMaterialConnectionPoint;
  117323. /**
  117324. * Gets the diffuse output component
  117325. */
  117326. readonly diffuseOutput: NodeMaterialConnectionPoint;
  117327. /**
  117328. * Gets the specular output component
  117329. */
  117330. readonly specularOutput: NodeMaterialConnectionPoint;
  117331. autoConfigure(): void;
  117332. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117333. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117334. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117335. private _injectVertexCode;
  117336. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117337. serialize(): any;
  117338. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117339. }
  117340. }
  117341. declare module BABYLON {
  117342. /**
  117343. * Block used to multiply 2 values
  117344. */
  117345. export class MultiplyBlock extends NodeMaterialBlock {
  117346. /**
  117347. * Creates a new MultiplyBlock
  117348. * @param name defines the block name
  117349. */
  117350. constructor(name: string);
  117351. /**
  117352. * Gets the current class name
  117353. * @returns the class name
  117354. */
  117355. getClassName(): string;
  117356. /**
  117357. * Gets the left operand input component
  117358. */
  117359. readonly left: NodeMaterialConnectionPoint;
  117360. /**
  117361. * Gets the right operand input component
  117362. */
  117363. readonly right: NodeMaterialConnectionPoint;
  117364. /**
  117365. * Gets the output component
  117366. */
  117367. readonly output: NodeMaterialConnectionPoint;
  117368. protected _buildBlock(state: NodeMaterialBuildState): this;
  117369. }
  117370. }
  117371. declare module BABYLON {
  117372. /**
  117373. * Block used to add 2 vectors
  117374. */
  117375. export class AddBlock extends NodeMaterialBlock {
  117376. /**
  117377. * Creates a new AddBlock
  117378. * @param name defines the block name
  117379. */
  117380. constructor(name: string);
  117381. /**
  117382. * Gets the current class name
  117383. * @returns the class name
  117384. */
  117385. getClassName(): string;
  117386. /**
  117387. * Gets the left operand input component
  117388. */
  117389. readonly left: NodeMaterialConnectionPoint;
  117390. /**
  117391. * Gets the right operand input component
  117392. */
  117393. readonly right: NodeMaterialConnectionPoint;
  117394. /**
  117395. * Gets the output component
  117396. */
  117397. readonly output: NodeMaterialConnectionPoint;
  117398. protected _buildBlock(state: NodeMaterialBuildState): this;
  117399. }
  117400. }
  117401. declare module BABYLON {
  117402. /**
  117403. * Block used to clamp a float
  117404. */
  117405. export class ClampBlock extends NodeMaterialBlock {
  117406. /** Gets or sets the minimum range */
  117407. minimum: number;
  117408. /** Gets or sets the maximum range */
  117409. maximum: number;
  117410. /**
  117411. * Creates a new ClampBlock
  117412. * @param name defines the block name
  117413. */
  117414. constructor(name: string);
  117415. /**
  117416. * Gets the current class name
  117417. * @returns the class name
  117418. */
  117419. getClassName(): string;
  117420. /**
  117421. * Gets the value input component
  117422. */
  117423. readonly value: NodeMaterialConnectionPoint;
  117424. /**
  117425. * Gets the output component
  117426. */
  117427. readonly output: NodeMaterialConnectionPoint;
  117428. protected _buildBlock(state: NodeMaterialBuildState): this;
  117429. }
  117430. }
  117431. declare module BABYLON {
  117432. /**
  117433. * Block used to apply a cross product between 2 vectors
  117434. */
  117435. export class CrossBlock extends NodeMaterialBlock {
  117436. /**
  117437. * Creates a new CrossBlock
  117438. * @param name defines the block name
  117439. */
  117440. constructor(name: string);
  117441. /**
  117442. * Gets the current class name
  117443. * @returns the class name
  117444. */
  117445. getClassName(): string;
  117446. /**
  117447. * Gets the left operand input component
  117448. */
  117449. readonly left: NodeMaterialConnectionPoint;
  117450. /**
  117451. * Gets the right operand input component
  117452. */
  117453. readonly right: NodeMaterialConnectionPoint;
  117454. /**
  117455. * Gets the output component
  117456. */
  117457. readonly output: NodeMaterialConnectionPoint;
  117458. protected _buildBlock(state: NodeMaterialBuildState): this;
  117459. }
  117460. }
  117461. declare module BABYLON {
  117462. /**
  117463. * Block used to apply a dot product between 2 vectors
  117464. */
  117465. export class DotBlock extends NodeMaterialBlock {
  117466. /**
  117467. * Creates a new DotBlock
  117468. * @param name defines the block name
  117469. */
  117470. constructor(name: string);
  117471. /**
  117472. * Gets the current class name
  117473. * @returns the class name
  117474. */
  117475. getClassName(): string;
  117476. /**
  117477. * Gets the left operand input component
  117478. */
  117479. readonly left: NodeMaterialConnectionPoint;
  117480. /**
  117481. * Gets the right operand input component
  117482. */
  117483. readonly right: NodeMaterialConnectionPoint;
  117484. /**
  117485. * Gets the output component
  117486. */
  117487. readonly output: NodeMaterialConnectionPoint;
  117488. protected _buildBlock(state: NodeMaterialBuildState): this;
  117489. }
  117490. }
  117491. declare module BABYLON {
  117492. /**
  117493. * Block used to remap a float from a range to a new one
  117494. */
  117495. export class RemapBlock extends NodeMaterialBlock {
  117496. /**
  117497. * Gets or sets the source range
  117498. */
  117499. sourceRange: Vector2;
  117500. /**
  117501. * Gets or sets the target range
  117502. */
  117503. targetRange: Vector2;
  117504. /**
  117505. * Creates a new RemapBlock
  117506. * @param name defines the block name
  117507. */
  117508. constructor(name: string);
  117509. /**
  117510. * Gets the current class name
  117511. * @returns the class name
  117512. */
  117513. getClassName(): string;
  117514. /**
  117515. * Gets the input component
  117516. */
  117517. readonly input: NodeMaterialConnectionPoint;
  117518. /**
  117519. * Gets the output component
  117520. */
  117521. readonly output: NodeMaterialConnectionPoint;
  117522. protected _buildBlock(state: NodeMaterialBuildState): this;
  117523. }
  117524. }
  117525. declare module BABYLON {
  117526. /**
  117527. * Block used to normalize a vector
  117528. */
  117529. export class NormalizeBlock extends NodeMaterialBlock {
  117530. /**
  117531. * Creates a new NormalizeBlock
  117532. * @param name defines the block name
  117533. */
  117534. constructor(name: string);
  117535. /**
  117536. * Gets the current class name
  117537. * @returns the class name
  117538. */
  117539. getClassName(): string;
  117540. /**
  117541. * Gets the input component
  117542. */
  117543. readonly input: NodeMaterialConnectionPoint;
  117544. /**
  117545. * Gets the output component
  117546. */
  117547. readonly output: NodeMaterialConnectionPoint;
  117548. protected _buildBlock(state: NodeMaterialBuildState): this;
  117549. }
  117550. }
  117551. declare module BABYLON {
  117552. /**
  117553. * Effect Render Options
  117554. */
  117555. export interface IEffectRendererOptions {
  117556. /**
  117557. * Defines the vertices positions.
  117558. */
  117559. positions?: number[];
  117560. /**
  117561. * Defines the indices.
  117562. */
  117563. indices?: number[];
  117564. }
  117565. /**
  117566. * Helper class to render one or more effects
  117567. */
  117568. export class EffectRenderer {
  117569. private engine;
  117570. private static _DefaultOptions;
  117571. private _vertexBuffers;
  117572. private _indexBuffer;
  117573. private _ringBufferIndex;
  117574. private _ringScreenBuffer;
  117575. private _fullscreenViewport;
  117576. private _getNextFrameBuffer;
  117577. /**
  117578. * Creates an effect renderer
  117579. * @param engine the engine to use for rendering
  117580. * @param options defines the options of the effect renderer
  117581. */
  117582. constructor(engine: Engine, options?: IEffectRendererOptions);
  117583. /**
  117584. * Sets the current viewport in normalized coordinates 0-1
  117585. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  117586. */
  117587. setViewport(viewport?: Viewport): void;
  117588. /**
  117589. * Sets the current effect wrapper to use during draw.
  117590. * The effect needs to be ready before calling this api.
  117591. * This also sets the default full screen position attribute.
  117592. * @param effectWrapper Defines the effect to draw with
  117593. */
  117594. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  117595. /**
  117596. * Draws a full screen quad.
  117597. */
  117598. draw(): void;
  117599. /**
  117600. * renders one or more effects to a specified texture
  117601. * @param effectWrappers list of effects to renderer
  117602. * @param outputTexture texture to draw to, if null it will render to the screen
  117603. */
  117604. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  117605. /**
  117606. * Disposes of the effect renderer
  117607. */
  117608. dispose(): void;
  117609. }
  117610. /**
  117611. * Options to create an EffectWrapper
  117612. */
  117613. interface EffectWrapperCreationOptions {
  117614. /**
  117615. * Engine to use to create the effect
  117616. */
  117617. engine: Engine;
  117618. /**
  117619. * Fragment shader for the effect
  117620. */
  117621. fragmentShader: string;
  117622. /**
  117623. * Vertex shader for the effect
  117624. */
  117625. vertexShader?: string;
  117626. /**
  117627. * Attributes to use in the shader
  117628. */
  117629. attributeNames?: Array<string>;
  117630. /**
  117631. * Uniforms to use in the shader
  117632. */
  117633. uniformNames?: Array<string>;
  117634. /**
  117635. * Texture sampler names to use in the shader
  117636. */
  117637. samplerNames?: Array<string>;
  117638. /**
  117639. * The friendly name of the effect displayed in Spector.
  117640. */
  117641. name?: string;
  117642. }
  117643. /**
  117644. * Wraps an effect to be used for rendering
  117645. */
  117646. export class EffectWrapper {
  117647. /**
  117648. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  117649. */
  117650. onApplyObservable: Observable<{}>;
  117651. /**
  117652. * The underlying effect
  117653. */
  117654. effect: Effect;
  117655. /**
  117656. * Creates an effect to be renderer
  117657. * @param creationOptions options to create the effect
  117658. */
  117659. constructor(creationOptions: EffectWrapperCreationOptions);
  117660. /**
  117661. * Disposes of the effect wrapper
  117662. */
  117663. dispose(): void;
  117664. }
  117665. }
  117666. declare module BABYLON {
  117667. /**
  117668. * Helper class to push actions to a pool of workers.
  117669. */
  117670. export class WorkerPool implements IDisposable {
  117671. private _workerInfos;
  117672. private _pendingActions;
  117673. /**
  117674. * Constructor
  117675. * @param workers Array of workers to use for actions
  117676. */
  117677. constructor(workers: Array<Worker>);
  117678. /**
  117679. * Terminates all workers and clears any pending actions.
  117680. */
  117681. dispose(): void;
  117682. /**
  117683. * Pushes an action to the worker pool. If all the workers are active, the action will be
  117684. * pended until a worker has completed its action.
  117685. * @param action The action to perform. Call onComplete when the action is complete.
  117686. */
  117687. push(action: (worker: Worker, onComplete: () => void) => void): void;
  117688. private _execute;
  117689. }
  117690. }
  117691. declare module BABYLON {
  117692. /**
  117693. * Configuration for Draco compression
  117694. */
  117695. export interface IDracoCompressionConfiguration {
  117696. /**
  117697. * Configuration for the decoder.
  117698. */
  117699. decoder: {
  117700. /**
  117701. * The url to the WebAssembly module.
  117702. */
  117703. wasmUrl?: string;
  117704. /**
  117705. * The url to the WebAssembly binary.
  117706. */
  117707. wasmBinaryUrl?: string;
  117708. /**
  117709. * The url to the fallback JavaScript module.
  117710. */
  117711. fallbackUrl?: string;
  117712. };
  117713. }
  117714. /**
  117715. * Draco compression (https://google.github.io/draco/)
  117716. *
  117717. * This class wraps the Draco module.
  117718. *
  117719. * **Encoder**
  117720. *
  117721. * The encoder is not currently implemented.
  117722. *
  117723. * **Decoder**
  117724. *
  117725. * 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.
  117726. *
  117727. * To update the configuration, use the following code:
  117728. * ```javascript
  117729. * DracoCompression.Configuration = {
  117730. * decoder: {
  117731. * wasmUrl: "<url to the WebAssembly library>",
  117732. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  117733. * fallbackUrl: "<url to the fallback JavaScript library>",
  117734. * }
  117735. * };
  117736. * ```
  117737. *
  117738. * 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.
  117739. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  117740. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  117741. *
  117742. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  117743. * ```javascript
  117744. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  117745. * ```
  117746. *
  117747. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  117748. */
  117749. export class DracoCompression implements IDisposable {
  117750. private _workerPoolPromise?;
  117751. private _decoderModulePromise?;
  117752. /**
  117753. * The configuration. Defaults to the following urls:
  117754. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  117755. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  117756. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  117757. */
  117758. static Configuration: IDracoCompressionConfiguration;
  117759. /**
  117760. * Returns true if the decoder configuration is available.
  117761. */
  117762. static readonly DecoderAvailable: boolean;
  117763. /**
  117764. * Default number of workers to create when creating the draco compression object.
  117765. */
  117766. static DefaultNumWorkers: number;
  117767. private static GetDefaultNumWorkers;
  117768. private static _Default;
  117769. /**
  117770. * Default instance for the draco compression object.
  117771. */
  117772. static readonly Default: DracoCompression;
  117773. /**
  117774. * Constructor
  117775. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  117776. */
  117777. constructor(numWorkers?: number);
  117778. /**
  117779. * Stop all async operations and release resources.
  117780. */
  117781. dispose(): void;
  117782. /**
  117783. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  117784. * @returns a promise that resolves when ready
  117785. */
  117786. whenReadyAsync(): Promise<void>;
  117787. /**
  117788. * Decode Draco compressed mesh data to vertex data.
  117789. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  117790. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  117791. * @returns A promise that resolves with the decoded vertex data
  117792. */
  117793. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  117794. [kind: string]: number;
  117795. }): Promise<VertexData>;
  117796. }
  117797. }
  117798. declare module BABYLON {
  117799. /**
  117800. * Class for building Constructive Solid Geometry
  117801. */
  117802. export class CSG {
  117803. private polygons;
  117804. /**
  117805. * The world matrix
  117806. */
  117807. matrix: Matrix;
  117808. /**
  117809. * Stores the position
  117810. */
  117811. position: Vector3;
  117812. /**
  117813. * Stores the rotation
  117814. */
  117815. rotation: Vector3;
  117816. /**
  117817. * Stores the rotation quaternion
  117818. */
  117819. rotationQuaternion: Nullable<Quaternion>;
  117820. /**
  117821. * Stores the scaling vector
  117822. */
  117823. scaling: Vector3;
  117824. /**
  117825. * Convert the Mesh to CSG
  117826. * @param mesh The Mesh to convert to CSG
  117827. * @returns A new CSG from the Mesh
  117828. */
  117829. static FromMesh(mesh: Mesh): CSG;
  117830. /**
  117831. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  117832. * @param polygons Polygons used to construct a CSG solid
  117833. */
  117834. private static FromPolygons;
  117835. /**
  117836. * Clones, or makes a deep copy, of the CSG
  117837. * @returns A new CSG
  117838. */
  117839. clone(): CSG;
  117840. /**
  117841. * Unions this CSG with another CSG
  117842. * @param csg The CSG to union against this CSG
  117843. * @returns The unioned CSG
  117844. */
  117845. union(csg: CSG): CSG;
  117846. /**
  117847. * Unions this CSG with another CSG in place
  117848. * @param csg The CSG to union against this CSG
  117849. */
  117850. unionInPlace(csg: CSG): void;
  117851. /**
  117852. * Subtracts this CSG with another CSG
  117853. * @param csg The CSG to subtract against this CSG
  117854. * @returns A new CSG
  117855. */
  117856. subtract(csg: CSG): CSG;
  117857. /**
  117858. * Subtracts this CSG with another CSG in place
  117859. * @param csg The CSG to subtact against this CSG
  117860. */
  117861. subtractInPlace(csg: CSG): void;
  117862. /**
  117863. * Intersect this CSG with another CSG
  117864. * @param csg The CSG to intersect against this CSG
  117865. * @returns A new CSG
  117866. */
  117867. intersect(csg: CSG): CSG;
  117868. /**
  117869. * Intersects this CSG with another CSG in place
  117870. * @param csg The CSG to intersect against this CSG
  117871. */
  117872. intersectInPlace(csg: CSG): void;
  117873. /**
  117874. * Return a new CSG solid with solid and empty space switched. This solid is
  117875. * not modified.
  117876. * @returns A new CSG solid with solid and empty space switched
  117877. */
  117878. inverse(): CSG;
  117879. /**
  117880. * Inverses the CSG in place
  117881. */
  117882. inverseInPlace(): void;
  117883. /**
  117884. * This is used to keep meshes transformations so they can be restored
  117885. * when we build back a Babylon Mesh
  117886. * NB : All CSG operations are performed in world coordinates
  117887. * @param csg The CSG to copy the transform attributes from
  117888. * @returns This CSG
  117889. */
  117890. copyTransformAttributes(csg: CSG): CSG;
  117891. /**
  117892. * Build Raw mesh from CSG
  117893. * Coordinates here are in world space
  117894. * @param name The name of the mesh geometry
  117895. * @param scene The Scene
  117896. * @param keepSubMeshes Specifies if the submeshes should be kept
  117897. * @returns A new Mesh
  117898. */
  117899. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  117900. /**
  117901. * Build Mesh from CSG taking material and transforms into account
  117902. * @param name The name of the Mesh
  117903. * @param material The material of the Mesh
  117904. * @param scene The Scene
  117905. * @param keepSubMeshes Specifies if submeshes should be kept
  117906. * @returns The new Mesh
  117907. */
  117908. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  117909. }
  117910. }
  117911. declare module BABYLON {
  117912. /**
  117913. * Class used to create a trail following a mesh
  117914. */
  117915. export class TrailMesh extends Mesh {
  117916. private _generator;
  117917. private _autoStart;
  117918. private _running;
  117919. private _diameter;
  117920. private _length;
  117921. private _sectionPolygonPointsCount;
  117922. private _sectionVectors;
  117923. private _sectionNormalVectors;
  117924. private _beforeRenderObserver;
  117925. /**
  117926. * @constructor
  117927. * @param name The value used by scene.getMeshByName() to do a lookup.
  117928. * @param generator The mesh to generate a trail.
  117929. * @param scene The scene to add this mesh to.
  117930. * @param diameter Diameter of trailing mesh. Default is 1.
  117931. * @param length Length of trailing mesh. Default is 60.
  117932. * @param autoStart Automatically start trailing mesh. Default true.
  117933. */
  117934. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  117935. /**
  117936. * "TrailMesh"
  117937. * @returns "TrailMesh"
  117938. */
  117939. getClassName(): string;
  117940. private _createMesh;
  117941. /**
  117942. * Start trailing mesh.
  117943. */
  117944. start(): void;
  117945. /**
  117946. * Stop trailing mesh.
  117947. */
  117948. stop(): void;
  117949. /**
  117950. * Update trailing mesh geometry.
  117951. */
  117952. update(): void;
  117953. /**
  117954. * Returns a new TrailMesh object.
  117955. * @param name is a string, the name given to the new mesh
  117956. * @param newGenerator use new generator object for cloned trail mesh
  117957. * @returns a new mesh
  117958. */
  117959. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  117960. /**
  117961. * Serializes this trail mesh
  117962. * @param serializationObject object to write serialization to
  117963. */
  117964. serialize(serializationObject: any): void;
  117965. /**
  117966. * Parses a serialized trail mesh
  117967. * @param parsedMesh the serialized mesh
  117968. * @param scene the scene to create the trail mesh in
  117969. * @returns the created trail mesh
  117970. */
  117971. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  117972. }
  117973. }
  117974. declare module BABYLON {
  117975. /**
  117976. * Class containing static functions to help procedurally build meshes
  117977. */
  117978. export class TiledBoxBuilder {
  117979. /**
  117980. * Creates a box mesh
  117981. * 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)
  117982. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117983. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117984. * * If you create a double-sided mesh, you can choose what parts of 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
  117985. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117986. * @param name defines the name of the mesh
  117987. * @param options defines the options used to create the mesh
  117988. * @param scene defines the hosting scene
  117989. * @returns the box mesh
  117990. */
  117991. static CreateTiledBox(name: string, options: {
  117992. pattern?: number;
  117993. width?: number;
  117994. height?: number;
  117995. depth?: number;
  117996. tileSize?: number;
  117997. tileWidth?: number;
  117998. tileHeight?: number;
  117999. alignHorizontal?: number;
  118000. alignVertical?: number;
  118001. faceUV?: Vector4[];
  118002. faceColors?: Color4[];
  118003. sideOrientation?: number;
  118004. updatable?: boolean;
  118005. }, scene?: Nullable<Scene>): Mesh;
  118006. }
  118007. }
  118008. declare module BABYLON {
  118009. /**
  118010. * Class containing static functions to help procedurally build meshes
  118011. */
  118012. export class TorusKnotBuilder {
  118013. /**
  118014. * Creates a torus knot mesh
  118015. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118016. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118017. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118018. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118019. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118020. * * If you create a double-sided mesh, you can choose what parts of 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
  118021. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118022. * @param name defines the name of the mesh
  118023. * @param options defines the options used to create the mesh
  118024. * @param scene defines the hosting scene
  118025. * @returns the torus knot mesh
  118026. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118027. */
  118028. static CreateTorusKnot(name: string, options: {
  118029. radius?: number;
  118030. tube?: number;
  118031. radialSegments?: number;
  118032. tubularSegments?: number;
  118033. p?: number;
  118034. q?: number;
  118035. updatable?: boolean;
  118036. sideOrientation?: number;
  118037. frontUVs?: Vector4;
  118038. backUVs?: Vector4;
  118039. }, scene: any): Mesh;
  118040. }
  118041. }
  118042. declare module BABYLON {
  118043. /**
  118044. * Polygon
  118045. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  118046. */
  118047. export class Polygon {
  118048. /**
  118049. * Creates a rectangle
  118050. * @param xmin bottom X coord
  118051. * @param ymin bottom Y coord
  118052. * @param xmax top X coord
  118053. * @param ymax top Y coord
  118054. * @returns points that make the resulting rectation
  118055. */
  118056. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  118057. /**
  118058. * Creates a circle
  118059. * @param radius radius of circle
  118060. * @param cx scale in x
  118061. * @param cy scale in y
  118062. * @param numberOfSides number of sides that make up the circle
  118063. * @returns points that make the resulting circle
  118064. */
  118065. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  118066. /**
  118067. * Creates a polygon from input string
  118068. * @param input Input polygon data
  118069. * @returns the parsed points
  118070. */
  118071. static Parse(input: string): Vector2[];
  118072. /**
  118073. * Starts building a polygon from x and y coordinates
  118074. * @param x x coordinate
  118075. * @param y y coordinate
  118076. * @returns the started path2
  118077. */
  118078. static StartingAt(x: number, y: number): Path2;
  118079. }
  118080. /**
  118081. * Builds a polygon
  118082. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  118083. */
  118084. export class PolygonMeshBuilder {
  118085. private _points;
  118086. private _outlinepoints;
  118087. private _holes;
  118088. private _name;
  118089. private _scene;
  118090. private _epoints;
  118091. private _eholes;
  118092. private _addToepoint;
  118093. /**
  118094. * Babylon reference to the earcut plugin.
  118095. */
  118096. bjsEarcut: any;
  118097. /**
  118098. * Creates a PolygonMeshBuilder
  118099. * @param name name of the builder
  118100. * @param contours Path of the polygon
  118101. * @param scene scene to add to when creating the mesh
  118102. * @param earcutInjection can be used to inject your own earcut reference
  118103. */
  118104. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  118105. /**
  118106. * Adds a whole within the polygon
  118107. * @param hole Array of points defining the hole
  118108. * @returns this
  118109. */
  118110. addHole(hole: Vector2[]): PolygonMeshBuilder;
  118111. /**
  118112. * Creates the polygon
  118113. * @param updatable If the mesh should be updatable
  118114. * @param depth The depth of the mesh created
  118115. * @returns the created mesh
  118116. */
  118117. build(updatable?: boolean, depth?: number): Mesh;
  118118. /**
  118119. * Creates the polygon
  118120. * @param depth The depth of the mesh created
  118121. * @returns the created VertexData
  118122. */
  118123. buildVertexData(depth?: number): VertexData;
  118124. /**
  118125. * Adds a side to the polygon
  118126. * @param positions points that make the polygon
  118127. * @param normals normals of the polygon
  118128. * @param uvs uvs of the polygon
  118129. * @param indices indices of the polygon
  118130. * @param bounds bounds of the polygon
  118131. * @param points points of the polygon
  118132. * @param depth depth of the polygon
  118133. * @param flip flip of the polygon
  118134. */
  118135. private addSide;
  118136. }
  118137. }
  118138. declare module BABYLON {
  118139. /**
  118140. * Class containing static functions to help procedurally build meshes
  118141. */
  118142. export class PolygonBuilder {
  118143. /**
  118144. * Creates a polygon mesh
  118145. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118146. * * 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
  118147. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118148. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118149. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  118150. * * Remember you can only change the shape positions, not their number when updating a polygon
  118151. * @param name defines the name of the mesh
  118152. * @param options defines the options used to create the mesh
  118153. * @param scene defines the hosting scene
  118154. * @param earcutInjection can be used to inject your own earcut reference
  118155. * @returns the polygon mesh
  118156. */
  118157. static CreatePolygon(name: string, options: {
  118158. shape: Vector3[];
  118159. holes?: Vector3[][];
  118160. depth?: number;
  118161. faceUV?: Vector4[];
  118162. faceColors?: Color4[];
  118163. updatable?: boolean;
  118164. sideOrientation?: number;
  118165. frontUVs?: Vector4;
  118166. backUVs?: Vector4;
  118167. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118168. /**
  118169. * Creates an extruded polygon mesh, with depth in the Y direction.
  118170. * * 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)
  118171. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118172. * @param name defines the name of the mesh
  118173. * @param options defines the options used to create the mesh
  118174. * @param scene defines the hosting scene
  118175. * @param earcutInjection can be used to inject your own earcut reference
  118176. * @returns the polygon mesh
  118177. */
  118178. static ExtrudePolygon(name: string, options: {
  118179. shape: Vector3[];
  118180. holes?: Vector3[][];
  118181. depth?: number;
  118182. faceUV?: Vector4[];
  118183. faceColors?: Color4[];
  118184. updatable?: boolean;
  118185. sideOrientation?: number;
  118186. frontUVs?: Vector4;
  118187. backUVs?: Vector4;
  118188. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118189. }
  118190. }
  118191. declare module BABYLON {
  118192. /**
  118193. * Class containing static functions to help procedurally build meshes
  118194. */
  118195. export class LatheBuilder {
  118196. /**
  118197. * Creates lathe mesh.
  118198. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  118199. * * 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
  118200. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  118201. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  118202. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  118203. * * 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
  118204. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  118205. * * 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
  118206. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118207. * * If you create a double-sided mesh, you can choose what parts of 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
  118208. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118209. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118210. * @param name defines the name of the mesh
  118211. * @param options defines the options used to create the mesh
  118212. * @param scene defines the hosting scene
  118213. * @returns the lathe mesh
  118214. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  118215. */
  118216. static CreateLathe(name: string, options: {
  118217. shape: Vector3[];
  118218. radius?: number;
  118219. tessellation?: number;
  118220. clip?: number;
  118221. arc?: number;
  118222. closed?: boolean;
  118223. updatable?: boolean;
  118224. sideOrientation?: number;
  118225. frontUVs?: Vector4;
  118226. backUVs?: Vector4;
  118227. cap?: number;
  118228. invertUV?: boolean;
  118229. }, scene?: Nullable<Scene>): Mesh;
  118230. }
  118231. }
  118232. declare module BABYLON {
  118233. /**
  118234. * Class containing static functions to help procedurally build meshes
  118235. */
  118236. export class TiledPlaneBuilder {
  118237. /**
  118238. * Creates a tiled plane mesh
  118239. * * The parameter `pattern` will, depending on value, do nothing or
  118240. * * * flip (reflect about central vertical) alternate tiles across and up
  118241. * * * flip every tile on alternate rows
  118242. * * * rotate (180 degs) alternate tiles across and up
  118243. * * * rotate every tile on alternate rows
  118244. * * * flip and rotate alternate tiles across and up
  118245. * * * flip and rotate every tile on alternate rows
  118246. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  118247. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  118248. * * If you create a double-sided mesh, you can choose what parts of 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
  118249. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118250. * * 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)
  118251. * * 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)
  118252. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118253. * @param name defines the name of the mesh
  118254. * @param options defines the options used to create the mesh
  118255. * @param scene defines the hosting scene
  118256. * @returns the box mesh
  118257. */
  118258. static CreateTiledPlane(name: string, options: {
  118259. pattern?: number;
  118260. tileSize?: number;
  118261. tileWidth?: number;
  118262. tileHeight?: number;
  118263. size?: number;
  118264. width?: number;
  118265. height?: number;
  118266. alignHorizontal?: number;
  118267. alignVertical?: number;
  118268. sideOrientation?: number;
  118269. frontUVs?: Vector4;
  118270. backUVs?: Vector4;
  118271. updatable?: boolean;
  118272. }, scene?: Nullable<Scene>): Mesh;
  118273. }
  118274. }
  118275. declare module BABYLON {
  118276. /**
  118277. * Class containing static functions to help procedurally build meshes
  118278. */
  118279. export class TubeBuilder {
  118280. /**
  118281. * Creates a tube mesh.
  118282. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118283. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  118284. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  118285. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  118286. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  118287. * * 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)
  118288. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  118289. * * 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
  118290. * * 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
  118291. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118292. * * If you create a double-sided mesh, you can choose what parts of 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
  118293. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118294. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118295. * @param name defines the name of the mesh
  118296. * @param options defines the options used to create the mesh
  118297. * @param scene defines the hosting scene
  118298. * @returns the tube mesh
  118299. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118300. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  118301. */
  118302. static CreateTube(name: string, options: {
  118303. path: Vector3[];
  118304. radius?: number;
  118305. tessellation?: number;
  118306. radiusFunction?: {
  118307. (i: number, distance: number): number;
  118308. };
  118309. cap?: number;
  118310. arc?: number;
  118311. updatable?: boolean;
  118312. sideOrientation?: number;
  118313. frontUVs?: Vector4;
  118314. backUVs?: Vector4;
  118315. instance?: Mesh;
  118316. invertUV?: boolean;
  118317. }, scene?: Nullable<Scene>): Mesh;
  118318. }
  118319. }
  118320. declare module BABYLON {
  118321. /**
  118322. * Class containing static functions to help procedurally build meshes
  118323. */
  118324. export class IcoSphereBuilder {
  118325. /**
  118326. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  118327. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  118328. * * 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`)
  118329. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  118330. * * 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
  118331. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118332. * * If you create a double-sided mesh, you can choose what parts of 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
  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 icosahedron mesh
  118338. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  118339. */
  118340. static CreateIcoSphere(name: string, options: {
  118341. radius?: number;
  118342. radiusX?: number;
  118343. radiusY?: number;
  118344. radiusZ?: number;
  118345. flat?: boolean;
  118346. subdivisions?: number;
  118347. sideOrientation?: number;
  118348. frontUVs?: Vector4;
  118349. backUVs?: Vector4;
  118350. updatable?: boolean;
  118351. }, scene?: Nullable<Scene>): Mesh;
  118352. }
  118353. }
  118354. declare module BABYLON {
  118355. /**
  118356. * Class containing static functions to help procedurally build meshes
  118357. */
  118358. export class DecalBuilder {
  118359. /**
  118360. * Creates a decal mesh.
  118361. * 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
  118362. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  118363. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  118364. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  118365. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  118366. * @param name defines the name of the mesh
  118367. * @param sourceMesh defines the mesh where the decal must be applied
  118368. * @param options defines the options used to create the mesh
  118369. * @param scene defines the hosting scene
  118370. * @returns the decal mesh
  118371. * @see https://doc.babylonjs.com/how_to/decals
  118372. */
  118373. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118374. position?: Vector3;
  118375. normal?: Vector3;
  118376. size?: Vector3;
  118377. angle?: number;
  118378. }): Mesh;
  118379. }
  118380. }
  118381. declare module BABYLON {
  118382. /**
  118383. * Class containing static functions to help procedurally build meshes
  118384. */
  118385. export class MeshBuilder {
  118386. /**
  118387. * Creates a box mesh
  118388. * * The parameter `size` sets the size (float) of each box side (default 1)
  118389. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  118390. * * 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)
  118391. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118392. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118393. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118394. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118395. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118396. * @param name defines the name of the mesh
  118397. * @param options defines the options used to create the mesh
  118398. * @param scene defines the hosting scene
  118399. * @returns the box mesh
  118400. */
  118401. static CreateBox(name: string, options: {
  118402. size?: number;
  118403. width?: number;
  118404. height?: number;
  118405. depth?: number;
  118406. faceUV?: Vector4[];
  118407. faceColors?: Color4[];
  118408. sideOrientation?: number;
  118409. frontUVs?: Vector4;
  118410. backUVs?: Vector4;
  118411. updatable?: boolean;
  118412. }, scene?: Nullable<Scene>): Mesh;
  118413. /**
  118414. * Creates a tiled box mesh
  118415. * * faceTiles sets the pattern, tile size and number of tiles for a face
  118416. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118417. * @param name defines the name of the mesh
  118418. * @param options defines the options used to create the mesh
  118419. * @param scene defines the hosting scene
  118420. * @returns the tiled box mesh
  118421. */
  118422. static CreateTiledBox(name: string, options: {
  118423. pattern?: number;
  118424. size?: number;
  118425. width?: number;
  118426. height?: number;
  118427. depth: number;
  118428. tileSize?: number;
  118429. tileWidth?: number;
  118430. tileHeight?: number;
  118431. faceUV?: Vector4[];
  118432. faceColors?: Color4[];
  118433. alignHorizontal?: number;
  118434. alignVertical?: number;
  118435. sideOrientation?: number;
  118436. updatable?: boolean;
  118437. }, scene?: Nullable<Scene>): Mesh;
  118438. /**
  118439. * Creates a sphere mesh
  118440. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  118441. * * 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`)
  118442. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  118443. * * 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
  118444. * * 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)
  118445. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118446. * * If you create a double-sided mesh, you can choose what parts of 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
  118447. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118448. * @param name defines the name of the mesh
  118449. * @param options defines the options used to create the mesh
  118450. * @param scene defines the hosting scene
  118451. * @returns the sphere mesh
  118452. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  118453. */
  118454. static CreateSphere(name: string, options: {
  118455. segments?: number;
  118456. diameter?: number;
  118457. diameterX?: number;
  118458. diameterY?: number;
  118459. diameterZ?: number;
  118460. arc?: number;
  118461. slice?: number;
  118462. sideOrientation?: number;
  118463. frontUVs?: Vector4;
  118464. backUVs?: Vector4;
  118465. updatable?: boolean;
  118466. }, scene?: Nullable<Scene>): Mesh;
  118467. /**
  118468. * Creates a plane polygonal mesh. By default, this is a disc
  118469. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  118470. * * 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
  118471. * * 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
  118472. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118473. * * If you create a double-sided mesh, you can choose what parts of 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
  118474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118475. * @param name defines the name of the mesh
  118476. * @param options defines the options used to create the mesh
  118477. * @param scene defines the hosting scene
  118478. * @returns the plane polygonal mesh
  118479. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  118480. */
  118481. static CreateDisc(name: string, options: {
  118482. radius?: number;
  118483. tessellation?: number;
  118484. arc?: number;
  118485. updatable?: boolean;
  118486. sideOrientation?: number;
  118487. frontUVs?: Vector4;
  118488. backUVs?: Vector4;
  118489. }, scene?: Nullable<Scene>): Mesh;
  118490. /**
  118491. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  118492. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  118493. * * 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`)
  118494. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  118495. * * 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
  118496. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118497. * * If you create a double-sided mesh, you can choose what parts of 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
  118498. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118499. * @param name defines the name of the mesh
  118500. * @param options defines the options used to create the mesh
  118501. * @param scene defines the hosting scene
  118502. * @returns the icosahedron mesh
  118503. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  118504. */
  118505. static CreateIcoSphere(name: string, options: {
  118506. radius?: number;
  118507. radiusX?: number;
  118508. radiusY?: number;
  118509. radiusZ?: number;
  118510. flat?: boolean;
  118511. subdivisions?: number;
  118512. sideOrientation?: number;
  118513. frontUVs?: Vector4;
  118514. backUVs?: Vector4;
  118515. updatable?: boolean;
  118516. }, scene?: Nullable<Scene>): Mesh;
  118517. /**
  118518. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118519. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  118520. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  118521. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  118522. * * 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
  118523. * * 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
  118524. * * 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
  118525. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118526. * * If you create a double-sided mesh, you can choose what parts of 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
  118527. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118528. * * 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
  118529. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  118530. * * 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
  118531. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  118532. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118533. * @param name defines the name of the mesh
  118534. * @param options defines the options used to create the mesh
  118535. * @param scene defines the hosting scene
  118536. * @returns the ribbon mesh
  118537. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  118538. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118539. */
  118540. static CreateRibbon(name: string, options: {
  118541. pathArray: Vector3[][];
  118542. closeArray?: boolean;
  118543. closePath?: boolean;
  118544. offset?: number;
  118545. updatable?: boolean;
  118546. sideOrientation?: number;
  118547. frontUVs?: Vector4;
  118548. backUVs?: Vector4;
  118549. instance?: Mesh;
  118550. invertUV?: boolean;
  118551. uvs?: Vector2[];
  118552. colors?: Color4[];
  118553. }, scene?: Nullable<Scene>): Mesh;
  118554. /**
  118555. * Creates a cylinder or a cone mesh
  118556. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  118557. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  118558. * * 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.
  118559. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  118560. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  118561. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  118562. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  118563. * * 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).
  118564. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  118565. * * 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).
  118566. * * 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
  118567. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  118568. * * 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
  118569. * * 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.
  118570. * * If `enclose` is false, a ring surface is one element.
  118571. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  118572. * * 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
  118573. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118574. * * If you create a double-sided mesh, you can choose what parts of 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
  118575. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118576. * @param name defines the name of the mesh
  118577. * @param options defines the options used to create the mesh
  118578. * @param scene defines the hosting scene
  118579. * @returns the cylinder mesh
  118580. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  118581. */
  118582. static CreateCylinder(name: string, options: {
  118583. height?: number;
  118584. diameterTop?: number;
  118585. diameterBottom?: number;
  118586. diameter?: number;
  118587. tessellation?: number;
  118588. subdivisions?: number;
  118589. arc?: number;
  118590. faceColors?: Color4[];
  118591. faceUV?: Vector4[];
  118592. updatable?: boolean;
  118593. hasRings?: boolean;
  118594. enclose?: boolean;
  118595. cap?: number;
  118596. sideOrientation?: number;
  118597. frontUVs?: Vector4;
  118598. backUVs?: Vector4;
  118599. }, scene?: Nullable<Scene>): Mesh;
  118600. /**
  118601. * Creates a torus mesh
  118602. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  118603. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  118604. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  118605. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118606. * * If you create a double-sided mesh, you can choose what parts of 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
  118607. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118608. * @param name defines the name of the mesh
  118609. * @param options defines the options used to create the mesh
  118610. * @param scene defines the hosting scene
  118611. * @returns the torus mesh
  118612. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  118613. */
  118614. static CreateTorus(name: string, options: {
  118615. diameter?: number;
  118616. thickness?: number;
  118617. tessellation?: number;
  118618. updatable?: boolean;
  118619. sideOrientation?: number;
  118620. frontUVs?: Vector4;
  118621. backUVs?: Vector4;
  118622. }, scene?: Nullable<Scene>): Mesh;
  118623. /**
  118624. * Creates a torus knot mesh
  118625. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118626. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118627. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118628. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118629. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118630. * * If you create a double-sided mesh, you can choose what parts of 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
  118631. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118632. * @param name defines the name of the mesh
  118633. * @param options defines the options used to create the mesh
  118634. * @param scene defines the hosting scene
  118635. * @returns the torus knot mesh
  118636. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118637. */
  118638. static CreateTorusKnot(name: string, options: {
  118639. radius?: number;
  118640. tube?: number;
  118641. radialSegments?: number;
  118642. tubularSegments?: number;
  118643. p?: number;
  118644. q?: number;
  118645. updatable?: boolean;
  118646. sideOrientation?: number;
  118647. frontUVs?: Vector4;
  118648. backUVs?: Vector4;
  118649. }, scene?: Nullable<Scene>): Mesh;
  118650. /**
  118651. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  118652. * * 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
  118653. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  118654. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  118655. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  118656. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  118657. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  118658. * * 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
  118659. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  118660. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118661. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  118662. * @param name defines the name of the new line system
  118663. * @param options defines the options used to create the line system
  118664. * @param scene defines the hosting scene
  118665. * @returns a new line system mesh
  118666. */
  118667. static CreateLineSystem(name: string, options: {
  118668. lines: Vector3[][];
  118669. updatable?: boolean;
  118670. instance?: Nullable<LinesMesh>;
  118671. colors?: Nullable<Color4[][]>;
  118672. useVertexAlpha?: boolean;
  118673. }, scene: Nullable<Scene>): LinesMesh;
  118674. /**
  118675. * Creates a line mesh
  118676. * 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
  118677. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118678. * * The parameter `points` is an array successive Vector3
  118679. * * 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
  118680. * * The optional parameter `colors` is an array of successive Color4, one per line point
  118681. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  118682. * * When updating an instance, remember that only point positions can change, not the number of points
  118683. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118684. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  118685. * @param name defines the name of the new line system
  118686. * @param options defines the options used to create the line system
  118687. * @param scene defines the hosting scene
  118688. * @returns a new line mesh
  118689. */
  118690. static CreateLines(name: string, options: {
  118691. points: Vector3[];
  118692. updatable?: boolean;
  118693. instance?: Nullable<LinesMesh>;
  118694. colors?: Color4[];
  118695. useVertexAlpha?: boolean;
  118696. }, scene?: Nullable<Scene>): LinesMesh;
  118697. /**
  118698. * Creates a dashed line mesh
  118699. * * 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
  118700. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118701. * * The parameter `points` is an array successive Vector3
  118702. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  118703. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  118704. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  118705. * * 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
  118706. * * When updating an instance, remember that only point positions can change, not the number of points
  118707. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118708. * @param name defines the name of the mesh
  118709. * @param options defines the options used to create the mesh
  118710. * @param scene defines the hosting scene
  118711. * @returns the dashed line mesh
  118712. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  118713. */
  118714. static CreateDashedLines(name: string, options: {
  118715. points: Vector3[];
  118716. dashSize?: number;
  118717. gapSize?: number;
  118718. dashNb?: number;
  118719. updatable?: boolean;
  118720. instance?: LinesMesh;
  118721. }, scene?: Nullable<Scene>): LinesMesh;
  118722. /**
  118723. * 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.
  118724. * * 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.
  118725. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118726. * * 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.
  118727. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  118728. * * 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
  118729. * * 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
  118730. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  118731. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118732. * * If you create a double-sided mesh, you can choose what parts of 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
  118733. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  118734. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118735. * @param name defines the name of the mesh
  118736. * @param options defines the options used to create the mesh
  118737. * @param scene defines the hosting scene
  118738. * @returns the extruded shape mesh
  118739. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118740. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118741. */
  118742. static ExtrudeShape(name: string, options: {
  118743. shape: Vector3[];
  118744. path: Vector3[];
  118745. scale?: number;
  118746. rotation?: number;
  118747. cap?: number;
  118748. updatable?: boolean;
  118749. sideOrientation?: number;
  118750. frontUVs?: Vector4;
  118751. backUVs?: Vector4;
  118752. instance?: Mesh;
  118753. invertUV?: boolean;
  118754. }, scene?: Nullable<Scene>): Mesh;
  118755. /**
  118756. * Creates an custom extruded shape mesh.
  118757. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  118758. * * 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.
  118759. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118760. * * 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
  118761. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  118762. * * 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
  118763. * * It must returns a float value that will be the scale value applied to the shape on each path point
  118764. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  118765. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  118766. * * 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
  118767. * * 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
  118768. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  118769. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118770. * * If you create a double-sided mesh, you can choose what parts of 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
  118771. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118772. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118773. * @param name defines the name of the mesh
  118774. * @param options defines the options used to create the mesh
  118775. * @param scene defines the hosting scene
  118776. * @returns the custom extruded shape mesh
  118777. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  118778. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118779. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118780. */
  118781. static ExtrudeShapeCustom(name: string, options: {
  118782. shape: Vector3[];
  118783. path: Vector3[];
  118784. scaleFunction?: any;
  118785. rotationFunction?: any;
  118786. ribbonCloseArray?: boolean;
  118787. ribbonClosePath?: boolean;
  118788. cap?: number;
  118789. updatable?: boolean;
  118790. sideOrientation?: number;
  118791. frontUVs?: Vector4;
  118792. backUVs?: Vector4;
  118793. instance?: Mesh;
  118794. invertUV?: boolean;
  118795. }, scene?: Nullable<Scene>): Mesh;
  118796. /**
  118797. * Creates lathe mesh.
  118798. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  118799. * * 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
  118800. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  118801. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  118802. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  118803. * * 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
  118804. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  118805. * * 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
  118806. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118807. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118808. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118809. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118810. * @param name defines the name of the mesh
  118811. * @param options defines the options used to create the mesh
  118812. * @param scene defines the hosting scene
  118813. * @returns the lathe mesh
  118814. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  118815. */
  118816. static CreateLathe(name: string, options: {
  118817. shape: Vector3[];
  118818. radius?: number;
  118819. tessellation?: number;
  118820. clip?: number;
  118821. arc?: number;
  118822. closed?: boolean;
  118823. updatable?: boolean;
  118824. sideOrientation?: number;
  118825. frontUVs?: Vector4;
  118826. backUVs?: Vector4;
  118827. cap?: number;
  118828. invertUV?: boolean;
  118829. }, scene?: Nullable<Scene>): Mesh;
  118830. /**
  118831. * Creates a tiled plane mesh
  118832. * * You can set a limited pattern arrangement with the tiles
  118833. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118834. * * If you create a double-sided mesh, you can choose what parts of 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
  118835. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118836. * @param name defines the name of the mesh
  118837. * @param options defines the options used to create the mesh
  118838. * @param scene defines the hosting scene
  118839. * @returns the plane mesh
  118840. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  118841. */
  118842. static CreateTiledPlane(name: string, options: {
  118843. pattern?: number;
  118844. tileSize?: number;
  118845. tileWidth?: number;
  118846. tileHeight?: number;
  118847. size?: number;
  118848. width?: number;
  118849. height?: number;
  118850. alignHorizontal?: number;
  118851. alignVertical?: number;
  118852. sideOrientation?: number;
  118853. frontUVs?: Vector4;
  118854. backUVs?: Vector4;
  118855. updatable?: boolean;
  118856. }, scene?: Nullable<Scene>): Mesh;
  118857. /**
  118858. * Creates a plane mesh
  118859. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  118860. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  118861. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  118862. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118863. * * If you create a double-sided mesh, you can choose what parts of 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
  118864. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118865. * @param name defines the name of the mesh
  118866. * @param options defines the options used to create the mesh
  118867. * @param scene defines the hosting scene
  118868. * @returns the plane mesh
  118869. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  118870. */
  118871. static CreatePlane(name: string, options: {
  118872. size?: number;
  118873. width?: number;
  118874. height?: number;
  118875. sideOrientation?: number;
  118876. frontUVs?: Vector4;
  118877. backUVs?: Vector4;
  118878. updatable?: boolean;
  118879. sourcePlane?: Plane;
  118880. }, scene?: Nullable<Scene>): Mesh;
  118881. /**
  118882. * Creates a ground mesh
  118883. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  118884. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  118885. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118886. * @param name defines the name of the mesh
  118887. * @param options defines the options used to create the mesh
  118888. * @param scene defines the hosting scene
  118889. * @returns the ground mesh
  118890. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  118891. */
  118892. static CreateGround(name: string, options: {
  118893. width?: number;
  118894. height?: number;
  118895. subdivisions?: number;
  118896. subdivisionsX?: number;
  118897. subdivisionsY?: number;
  118898. updatable?: boolean;
  118899. }, scene?: Nullable<Scene>): Mesh;
  118900. /**
  118901. * Creates a tiled ground mesh
  118902. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  118903. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  118904. * * 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
  118905. * * 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
  118906. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118907. * @param name defines the name of the mesh
  118908. * @param options defines the options used to create the mesh
  118909. * @param scene defines the hosting scene
  118910. * @returns the tiled ground mesh
  118911. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  118912. */
  118913. static CreateTiledGround(name: string, options: {
  118914. xmin: number;
  118915. zmin: number;
  118916. xmax: number;
  118917. zmax: number;
  118918. subdivisions?: {
  118919. w: number;
  118920. h: number;
  118921. };
  118922. precision?: {
  118923. w: number;
  118924. h: number;
  118925. };
  118926. updatable?: boolean;
  118927. }, scene?: Nullable<Scene>): Mesh;
  118928. /**
  118929. * Creates a ground mesh from a height map
  118930. * * The parameter `url` sets the URL of the height map image resource.
  118931. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  118932. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  118933. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  118934. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  118935. * * 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.
  118936. * * 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).
  118937. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  118938. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118939. * @param name defines the name of the mesh
  118940. * @param url defines the url to the height map
  118941. * @param options defines the options used to create the mesh
  118942. * @param scene defines the hosting scene
  118943. * @returns the ground mesh
  118944. * @see https://doc.babylonjs.com/babylon101/height_map
  118945. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  118946. */
  118947. static CreateGroundFromHeightMap(name: string, url: string, options: {
  118948. width?: number;
  118949. height?: number;
  118950. subdivisions?: number;
  118951. minHeight?: number;
  118952. maxHeight?: number;
  118953. colorFilter?: Color3;
  118954. alphaFilter?: number;
  118955. updatable?: boolean;
  118956. onReady?: (mesh: GroundMesh) => void;
  118957. }, scene?: Nullable<Scene>): GroundMesh;
  118958. /**
  118959. * Creates a polygon mesh
  118960. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118961. * * 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
  118962. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118963. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118964. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  118965. * * Remember you can only change the shape positions, not their number when updating a polygon
  118966. * @param name defines the name of the mesh
  118967. * @param options defines the options used to create the mesh
  118968. * @param scene defines the hosting scene
  118969. * @param earcutInjection can be used to inject your own earcut reference
  118970. * @returns the polygon mesh
  118971. */
  118972. static CreatePolygon(name: string, options: {
  118973. shape: Vector3[];
  118974. holes?: Vector3[][];
  118975. depth?: number;
  118976. faceUV?: Vector4[];
  118977. faceColors?: Color4[];
  118978. updatable?: boolean;
  118979. sideOrientation?: number;
  118980. frontUVs?: Vector4;
  118981. backUVs?: Vector4;
  118982. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118983. /**
  118984. * Creates an extruded polygon mesh, with depth in the Y direction.
  118985. * * 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)
  118986. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118987. * @param name defines the name of the mesh
  118988. * @param options defines the options used to create the mesh
  118989. * @param scene defines the hosting scene
  118990. * @param earcutInjection can be used to inject your own earcut reference
  118991. * @returns the polygon mesh
  118992. */
  118993. static ExtrudePolygon(name: string, options: {
  118994. shape: Vector3[];
  118995. holes?: Vector3[][];
  118996. depth?: number;
  118997. faceUV?: Vector4[];
  118998. faceColors?: Color4[];
  118999. updatable?: boolean;
  119000. sideOrientation?: number;
  119001. frontUVs?: Vector4;
  119002. backUVs?: Vector4;
  119003. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119004. /**
  119005. * Creates a tube mesh.
  119006. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119007. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  119008. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  119009. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  119010. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  119011. * * 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)
  119012. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  119013. * * 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
  119014. * * 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
  119015. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119016. * * If you create a double-sided mesh, you can choose what parts of 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
  119017. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119018. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119019. * @param name defines the name of the mesh
  119020. * @param options defines the options used to create the mesh
  119021. * @param scene defines the hosting scene
  119022. * @returns the tube mesh
  119023. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119024. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  119025. */
  119026. static CreateTube(name: string, options: {
  119027. path: Vector3[];
  119028. radius?: number;
  119029. tessellation?: number;
  119030. radiusFunction?: {
  119031. (i: number, distance: number): number;
  119032. };
  119033. cap?: number;
  119034. arc?: number;
  119035. updatable?: boolean;
  119036. sideOrientation?: number;
  119037. frontUVs?: Vector4;
  119038. backUVs?: Vector4;
  119039. instance?: Mesh;
  119040. invertUV?: boolean;
  119041. }, scene?: Nullable<Scene>): Mesh;
  119042. /**
  119043. * Creates a polyhedron mesh
  119044. * * 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
  119045. * * The parameter `size` (positive float, default 1) sets the polygon size
  119046. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  119047. * * 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`
  119048. * * 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
  119049. * * 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)`)
  119050. * * 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
  119051. * * 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
  119052. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119053. * * If you create a double-sided mesh, you can choose what parts of 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
  119054. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119055. * @param name defines the name of the mesh
  119056. * @param options defines the options used to create the mesh
  119057. * @param scene defines the hosting scene
  119058. * @returns the polyhedron mesh
  119059. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  119060. */
  119061. static CreatePolyhedron(name: string, options: {
  119062. type?: number;
  119063. size?: number;
  119064. sizeX?: number;
  119065. sizeY?: number;
  119066. sizeZ?: number;
  119067. custom?: any;
  119068. faceUV?: Vector4[];
  119069. faceColors?: Color4[];
  119070. flat?: boolean;
  119071. updatable?: boolean;
  119072. sideOrientation?: number;
  119073. frontUVs?: Vector4;
  119074. backUVs?: Vector4;
  119075. }, scene?: Nullable<Scene>): Mesh;
  119076. /**
  119077. * Creates a decal mesh.
  119078. * 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
  119079. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119080. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119081. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119082. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119083. * @param name defines the name of the mesh
  119084. * @param sourceMesh defines the mesh where the decal must be applied
  119085. * @param options defines the options used to create the mesh
  119086. * @param scene defines the hosting scene
  119087. * @returns the decal mesh
  119088. * @see https://doc.babylonjs.com/how_to/decals
  119089. */
  119090. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119091. position?: Vector3;
  119092. normal?: Vector3;
  119093. size?: Vector3;
  119094. angle?: number;
  119095. }): Mesh;
  119096. }
  119097. }
  119098. declare module BABYLON {
  119099. /**
  119100. * A simplifier interface for future simplification implementations
  119101. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119102. */
  119103. export interface ISimplifier {
  119104. /**
  119105. * Simplification of a given mesh according to the given settings.
  119106. * Since this requires computation, it is assumed that the function runs async.
  119107. * @param settings The settings of the simplification, including quality and distance
  119108. * @param successCallback A callback that will be called after the mesh was simplified.
  119109. * @param errorCallback in case of an error, this callback will be called. optional.
  119110. */
  119111. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  119112. }
  119113. /**
  119114. * Expected simplification settings.
  119115. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  119116. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119117. */
  119118. export interface ISimplificationSettings {
  119119. /**
  119120. * Gets or sets the expected quality
  119121. */
  119122. quality: number;
  119123. /**
  119124. * Gets or sets the distance when this optimized version should be used
  119125. */
  119126. distance: number;
  119127. /**
  119128. * Gets an already optimized mesh
  119129. */
  119130. optimizeMesh?: boolean;
  119131. }
  119132. /**
  119133. * Class used to specify simplification options
  119134. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119135. */
  119136. export class SimplificationSettings implements ISimplificationSettings {
  119137. /** expected quality */
  119138. quality: number;
  119139. /** distance when this optimized version should be used */
  119140. distance: number;
  119141. /** already optimized mesh */
  119142. optimizeMesh?: boolean | undefined;
  119143. /**
  119144. * Creates a SimplificationSettings
  119145. * @param quality expected quality
  119146. * @param distance distance when this optimized version should be used
  119147. * @param optimizeMesh already optimized mesh
  119148. */
  119149. constructor(
  119150. /** expected quality */
  119151. quality: number,
  119152. /** distance when this optimized version should be used */
  119153. distance: number,
  119154. /** already optimized mesh */
  119155. optimizeMesh?: boolean | undefined);
  119156. }
  119157. /**
  119158. * Interface used to define a simplification task
  119159. */
  119160. export interface ISimplificationTask {
  119161. /**
  119162. * Array of settings
  119163. */
  119164. settings: Array<ISimplificationSettings>;
  119165. /**
  119166. * Simplification type
  119167. */
  119168. simplificationType: SimplificationType;
  119169. /**
  119170. * Mesh to simplify
  119171. */
  119172. mesh: Mesh;
  119173. /**
  119174. * Callback called on success
  119175. */
  119176. successCallback?: () => void;
  119177. /**
  119178. * Defines if parallel processing can be used
  119179. */
  119180. parallelProcessing: boolean;
  119181. }
  119182. /**
  119183. * Queue used to order the simplification tasks
  119184. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119185. */
  119186. export class SimplificationQueue {
  119187. private _simplificationArray;
  119188. /**
  119189. * Gets a boolean indicating that the process is still running
  119190. */
  119191. running: boolean;
  119192. /**
  119193. * Creates a new queue
  119194. */
  119195. constructor();
  119196. /**
  119197. * Adds a new simplification task
  119198. * @param task defines a task to add
  119199. */
  119200. addTask(task: ISimplificationTask): void;
  119201. /**
  119202. * Execute next task
  119203. */
  119204. executeNext(): void;
  119205. /**
  119206. * Execute a simplification task
  119207. * @param task defines the task to run
  119208. */
  119209. runSimplification(task: ISimplificationTask): void;
  119210. private getSimplifier;
  119211. }
  119212. /**
  119213. * The implemented types of simplification
  119214. * At the moment only Quadratic Error Decimation is implemented
  119215. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119216. */
  119217. export enum SimplificationType {
  119218. /** Quadratic error decimation */
  119219. QUADRATIC = 0
  119220. }
  119221. }
  119222. declare module BABYLON {
  119223. interface Scene {
  119224. /** @hidden (Backing field) */
  119225. _simplificationQueue: SimplificationQueue;
  119226. /**
  119227. * Gets or sets the simplification queue attached to the scene
  119228. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119229. */
  119230. simplificationQueue: SimplificationQueue;
  119231. }
  119232. interface Mesh {
  119233. /**
  119234. * Simplify the mesh according to the given array of settings.
  119235. * Function will return immediately and will simplify async
  119236. * @param settings a collection of simplification settings
  119237. * @param parallelProcessing should all levels calculate parallel or one after the other
  119238. * @param simplificationType the type of simplification to run
  119239. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  119240. * @returns the current mesh
  119241. */
  119242. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  119243. }
  119244. /**
  119245. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  119246. * created in a scene
  119247. */
  119248. export class SimplicationQueueSceneComponent implements ISceneComponent {
  119249. /**
  119250. * The component name helpfull to identify the component in the list of scene components.
  119251. */
  119252. readonly name: string;
  119253. /**
  119254. * The scene the component belongs to.
  119255. */
  119256. scene: Scene;
  119257. /**
  119258. * Creates a new instance of the component for the given scene
  119259. * @param scene Defines the scene to register the component in
  119260. */
  119261. constructor(scene: Scene);
  119262. /**
  119263. * Registers the component in a given scene
  119264. */
  119265. register(): void;
  119266. /**
  119267. * Rebuilds the elements related to this component in case of
  119268. * context lost for instance.
  119269. */
  119270. rebuild(): void;
  119271. /**
  119272. * Disposes the component and the associated ressources
  119273. */
  119274. dispose(): void;
  119275. private _beforeCameraUpdate;
  119276. }
  119277. }
  119278. declare module BABYLON {
  119279. /**
  119280. * Navigation plugin interface to add navigation constrained by a navigation mesh
  119281. */
  119282. export interface INavigationEnginePlugin {
  119283. /**
  119284. * plugin name
  119285. */
  119286. name: string;
  119287. /**
  119288. * Creates a navigation mesh
  119289. * @param meshes array of all the geometry used to compute the navigatio mesh
  119290. * @param parameters bunch of parameters used to filter geometry
  119291. */
  119292. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  119293. /**
  119294. * Create a navigation mesh debug mesh
  119295. * @param scene is where the mesh will be added
  119296. * @returns debug display mesh
  119297. */
  119298. createDebugNavMesh(scene: Scene): Mesh;
  119299. /**
  119300. * Get a navigation mesh constrained position, closest to the parameter position
  119301. * @param position world position
  119302. * @returns the closest point to position constrained by the navigation mesh
  119303. */
  119304. getClosestPoint(position: Vector3): Vector3;
  119305. /**
  119306. * Get a navigation mesh constrained position, within a particular radius
  119307. * @param position world position
  119308. * @param maxRadius the maximum distance to the constrained world position
  119309. * @returns the closest point to position constrained by the navigation mesh
  119310. */
  119311. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  119312. /**
  119313. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  119314. * @param start world position
  119315. * @param end world position
  119316. * @returns array containing world position composing the path
  119317. */
  119318. computePath(start: Vector3, end: Vector3): Vector3[];
  119319. /**
  119320. * If this plugin is supported
  119321. * @returns true if plugin is supported
  119322. */
  119323. isSupported(): boolean;
  119324. /**
  119325. * Create a new Crowd so you can add agents
  119326. * @param maxAgents the maximum agent count in the crowd
  119327. * @param maxAgentRadius the maximum radius an agent can have
  119328. * @param scene to attach the crowd to
  119329. * @returns the crowd you can add agents to
  119330. */
  119331. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  119332. /**
  119333. * Release all resources
  119334. */
  119335. dispose(): void;
  119336. }
  119337. /**
  119338. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  119339. */
  119340. export interface ICrowd {
  119341. /**
  119342. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  119343. * You can attach anything to that node. The node position is updated in the scene update tick.
  119344. * @param pos world position that will be constrained by the navigation mesh
  119345. * @param parameters agent parameters
  119346. * @param transform hooked to the agent that will be update by the scene
  119347. * @returns agent index
  119348. */
  119349. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  119350. /**
  119351. * Returns the agent position in world space
  119352. * @param index agent index returned by addAgent
  119353. * @returns world space position
  119354. */
  119355. getAgentPosition(index: number): Vector3;
  119356. /**
  119357. * Gets the agent velocity in world space
  119358. * @param index agent index returned by addAgent
  119359. * @returns world space velocity
  119360. */
  119361. getAgentVelocity(index: number): Vector3;
  119362. /**
  119363. * remove a particular agent previously created
  119364. * @param index agent index returned by addAgent
  119365. */
  119366. removeAgent(index: number): void;
  119367. /**
  119368. * get the list of all agents attached to this crowd
  119369. * @returns list of agent indices
  119370. */
  119371. getAgents(): number[];
  119372. /**
  119373. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  119374. * @param deltaTime in seconds
  119375. */
  119376. update(deltaTime: number): void;
  119377. /**
  119378. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  119379. * @param index agent index returned by addAgent
  119380. * @param destination targeted world position
  119381. */
  119382. agentGoto(index: number, destination: Vector3): void;
  119383. /**
  119384. * Release all resources
  119385. */
  119386. dispose(): void;
  119387. }
  119388. /**
  119389. * Configures an agent
  119390. */
  119391. export interface IAgentParameters {
  119392. /**
  119393. * Agent radius. [Limit: >= 0]
  119394. */
  119395. radius: number;
  119396. /**
  119397. * Agent height. [Limit: > 0]
  119398. */
  119399. height: number;
  119400. /**
  119401. * Maximum allowed acceleration. [Limit: >= 0]
  119402. */
  119403. maxAcceleration: number;
  119404. /**
  119405. * Maximum allowed speed. [Limit: >= 0]
  119406. */
  119407. maxSpeed: number;
  119408. /**
  119409. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  119410. */
  119411. collisionQueryRange: number;
  119412. /**
  119413. * The path visibility optimization range. [Limit: > 0]
  119414. */
  119415. pathOptimizationRange: number;
  119416. /**
  119417. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  119418. */
  119419. separationWeight: number;
  119420. }
  119421. /**
  119422. * Configures the navigation mesh creation
  119423. */
  119424. export interface INavMeshParameters {
  119425. /**
  119426. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  119427. */
  119428. cs: number;
  119429. /**
  119430. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  119431. */
  119432. ch: number;
  119433. /**
  119434. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  119435. */
  119436. walkableSlopeAngle: number;
  119437. /**
  119438. * Minimum floor to 'ceiling' height that will still allow the floor area to
  119439. * be considered walkable. [Limit: >= 3] [Units: vx]
  119440. */
  119441. walkableHeight: number;
  119442. /**
  119443. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  119444. */
  119445. walkableClimb: number;
  119446. /**
  119447. * The distance to erode/shrink the walkable area of the heightfield away from
  119448. * obstructions. [Limit: >=0] [Units: vx]
  119449. */
  119450. walkableRadius: number;
  119451. /**
  119452. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  119453. */
  119454. maxEdgeLen: number;
  119455. /**
  119456. * The maximum distance a simplfied contour's border edges should deviate
  119457. * the original raw contour. [Limit: >=0] [Units: vx]
  119458. */
  119459. maxSimplificationError: number;
  119460. /**
  119461. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  119462. */
  119463. minRegionArea: number;
  119464. /**
  119465. * Any regions with a span count smaller than this value will, if possible,
  119466. * be merged with larger regions. [Limit: >=0] [Units: vx]
  119467. */
  119468. mergeRegionArea: number;
  119469. /**
  119470. * The maximum number of vertices allowed for polygons generated during the
  119471. * contour to polygon conversion process. [Limit: >= 3]
  119472. */
  119473. maxVertsPerPoly: number;
  119474. /**
  119475. * Sets the sampling distance to use when generating the detail mesh.
  119476. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  119477. */
  119478. detailSampleDist: number;
  119479. /**
  119480. * The maximum distance the detail mesh surface should deviate from heightfield
  119481. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  119482. */
  119483. detailSampleMaxError: number;
  119484. }
  119485. }
  119486. declare module BABYLON {
  119487. /**
  119488. * RecastJS navigation plugin
  119489. */
  119490. export class RecastJSPlugin implements INavigationEnginePlugin {
  119491. /**
  119492. * Reference to the Recast library
  119493. */
  119494. bjsRECAST: any;
  119495. /**
  119496. * plugin name
  119497. */
  119498. name: string;
  119499. /**
  119500. * the first navmesh created. We might extend this to support multiple navmeshes
  119501. */
  119502. navMesh: any;
  119503. /**
  119504. * Initializes the recastJS plugin
  119505. * @param recastInjection can be used to inject your own recast reference
  119506. */
  119507. constructor(recastInjection?: any);
  119508. /**
  119509. * Creates a navigation mesh
  119510. * @param meshes array of all the geometry used to compute the navigatio mesh
  119511. * @param parameters bunch of parameters used to filter geometry
  119512. */
  119513. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  119514. /**
  119515. * Create a navigation mesh debug mesh
  119516. * @param scene is where the mesh will be added
  119517. * @returns debug display mesh
  119518. */
  119519. createDebugNavMesh(scene: Scene): Mesh;
  119520. /**
  119521. * Get a navigation mesh constrained position, closest to the parameter position
  119522. * @param position world position
  119523. * @returns the closest point to position constrained by the navigation mesh
  119524. */
  119525. getClosestPoint(position: Vector3): Vector3;
  119526. /**
  119527. * Get a navigation mesh constrained position, within a particular radius
  119528. * @param position world position
  119529. * @param maxRadius the maximum distance to the constrained world position
  119530. * @returns the closest point to position constrained by the navigation mesh
  119531. */
  119532. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  119533. /**
  119534. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  119535. * @param start world position
  119536. * @param end world position
  119537. * @returns array containing world position composing the path
  119538. */
  119539. computePath(start: Vector3, end: Vector3): Vector3[];
  119540. /**
  119541. * Create a new Crowd so you can add agents
  119542. * @param maxAgents the maximum agent count in the crowd
  119543. * @param maxAgentRadius the maximum radius an agent can have
  119544. * @param scene to attach the crowd to
  119545. * @returns the crowd you can add agents to
  119546. */
  119547. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  119548. /**
  119549. * Disposes
  119550. */
  119551. dispose(): void;
  119552. /**
  119553. * If this plugin is supported
  119554. * @returns true if plugin is supported
  119555. */
  119556. isSupported(): boolean;
  119557. }
  119558. /**
  119559. * Recast detour crowd implementation
  119560. */
  119561. export class RecastJSCrowd implements ICrowd {
  119562. /**
  119563. * Recast/detour plugin
  119564. */
  119565. bjsRECASTPlugin: RecastJSPlugin;
  119566. /**
  119567. * Link to the detour crowd
  119568. */
  119569. recastCrowd: any;
  119570. /**
  119571. * One transform per agent
  119572. */
  119573. transforms: TransformNode[];
  119574. /**
  119575. * All agents created
  119576. */
  119577. agents: number[];
  119578. /**
  119579. * Link to the scene is kept to unregister the crowd from the scene
  119580. */
  119581. private _scene;
  119582. /**
  119583. * Observer for crowd updates
  119584. */
  119585. private _onBeforeAnimationsObserver;
  119586. /**
  119587. * Constructor
  119588. * @param plugin recastJS plugin
  119589. * @param maxAgents the maximum agent count in the crowd
  119590. * @param maxAgentRadius the maximum radius an agent can have
  119591. * @param scene to attach the crowd to
  119592. * @returns the crowd you can add agents to
  119593. */
  119594. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  119595. /**
  119596. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  119597. * You can attach anything to that node. The node position is updated in the scene update tick.
  119598. * @param pos world position that will be constrained by the navigation mesh
  119599. * @param parameters agent parameters
  119600. * @param transform hooked to the agent that will be update by the scene
  119601. * @returns agent index
  119602. */
  119603. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  119604. /**
  119605. * Returns the agent position in world space
  119606. * @param index agent index returned by addAgent
  119607. * @returns world space position
  119608. */
  119609. getAgentPosition(index: number): Vector3;
  119610. /**
  119611. * Returns the agent velocity in world space
  119612. * @param index agent index returned by addAgent
  119613. * @returns world space velocity
  119614. */
  119615. getAgentVelocity(index: number): Vector3;
  119616. /**
  119617. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  119618. * @param index agent index returned by addAgent
  119619. * @param destination targeted world position
  119620. */
  119621. agentGoto(index: number, destination: Vector3): void;
  119622. /**
  119623. * remove a particular agent previously created
  119624. * @param index agent index returned by addAgent
  119625. */
  119626. removeAgent(index: number): void;
  119627. /**
  119628. * get the list of all agents attached to this crowd
  119629. * @returns list of agent indices
  119630. */
  119631. getAgents(): number[];
  119632. /**
  119633. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  119634. * @param deltaTime in seconds
  119635. */
  119636. update(deltaTime: number): void;
  119637. /**
  119638. * Release all resources
  119639. */
  119640. dispose(): void;
  119641. }
  119642. }
  119643. declare module BABYLON {
  119644. /**
  119645. * Class used to enable access to IndexedDB
  119646. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  119647. */
  119648. export class Database implements IOfflineProvider {
  119649. private _callbackManifestChecked;
  119650. private _currentSceneUrl;
  119651. private _db;
  119652. private _enableSceneOffline;
  119653. private _enableTexturesOffline;
  119654. private _manifestVersionFound;
  119655. private _mustUpdateRessources;
  119656. private _hasReachedQuota;
  119657. private _isSupported;
  119658. private _idbFactory;
  119659. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  119660. private static IsUASupportingBlobStorage;
  119661. /**
  119662. * Gets a boolean indicating if Database storate is enabled (off by default)
  119663. */
  119664. static IDBStorageEnabled: boolean;
  119665. /**
  119666. * Gets a boolean indicating if scene must be saved in the database
  119667. */
  119668. readonly enableSceneOffline: boolean;
  119669. /**
  119670. * Gets a boolean indicating if textures must be saved in the database
  119671. */
  119672. readonly enableTexturesOffline: boolean;
  119673. /**
  119674. * Creates a new Database
  119675. * @param urlToScene defines the url to load the scene
  119676. * @param callbackManifestChecked defines the callback to use when manifest is checked
  119677. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  119678. */
  119679. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  119680. private static _ParseURL;
  119681. private static _ReturnFullUrlLocation;
  119682. private _checkManifestFile;
  119683. /**
  119684. * Open the database and make it available
  119685. * @param successCallback defines the callback to call on success
  119686. * @param errorCallback defines the callback to call on error
  119687. */
  119688. open(successCallback: () => void, errorCallback: () => void): void;
  119689. /**
  119690. * Loads an image from the database
  119691. * @param url defines the url to load from
  119692. * @param image defines the target DOM image
  119693. */
  119694. loadImage(url: string, image: HTMLImageElement): void;
  119695. private _loadImageFromDBAsync;
  119696. private _saveImageIntoDBAsync;
  119697. private _checkVersionFromDB;
  119698. private _loadVersionFromDBAsync;
  119699. private _saveVersionIntoDBAsync;
  119700. /**
  119701. * Loads a file from database
  119702. * @param url defines the URL to load from
  119703. * @param sceneLoaded defines a callback to call on success
  119704. * @param progressCallBack defines a callback to call when progress changed
  119705. * @param errorCallback defines a callback to call on error
  119706. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  119707. */
  119708. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  119709. private _loadFileAsync;
  119710. private _saveFileAsync;
  119711. /**
  119712. * Validates if xhr data is correct
  119713. * @param xhr defines the request to validate
  119714. * @param dataType defines the expected data type
  119715. * @returns true if data is correct
  119716. */
  119717. private static _ValidateXHRData;
  119718. }
  119719. }
  119720. declare module BABYLON {
  119721. /** @hidden */
  119722. export var gpuUpdateParticlesPixelShader: {
  119723. name: string;
  119724. shader: string;
  119725. };
  119726. }
  119727. declare module BABYLON {
  119728. /** @hidden */
  119729. export var gpuUpdateParticlesVertexShader: {
  119730. name: string;
  119731. shader: string;
  119732. };
  119733. }
  119734. declare module BABYLON {
  119735. /** @hidden */
  119736. export var clipPlaneFragmentDeclaration2: {
  119737. name: string;
  119738. shader: string;
  119739. };
  119740. }
  119741. declare module BABYLON {
  119742. /** @hidden */
  119743. export var gpuRenderParticlesPixelShader: {
  119744. name: string;
  119745. shader: string;
  119746. };
  119747. }
  119748. declare module BABYLON {
  119749. /** @hidden */
  119750. export var clipPlaneVertexDeclaration2: {
  119751. name: string;
  119752. shader: string;
  119753. };
  119754. }
  119755. declare module BABYLON {
  119756. /** @hidden */
  119757. export var gpuRenderParticlesVertexShader: {
  119758. name: string;
  119759. shader: string;
  119760. };
  119761. }
  119762. declare module BABYLON {
  119763. /**
  119764. * This represents a GPU particle system in Babylon
  119765. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  119766. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  119767. */
  119768. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  119769. /**
  119770. * The layer mask we are rendering the particles through.
  119771. */
  119772. layerMask: number;
  119773. private _capacity;
  119774. private _activeCount;
  119775. private _currentActiveCount;
  119776. private _accumulatedCount;
  119777. private _renderEffect;
  119778. private _updateEffect;
  119779. private _buffer0;
  119780. private _buffer1;
  119781. private _spriteBuffer;
  119782. private _updateVAO;
  119783. private _renderVAO;
  119784. private _targetIndex;
  119785. private _sourceBuffer;
  119786. private _targetBuffer;
  119787. private _engine;
  119788. private _currentRenderId;
  119789. private _started;
  119790. private _stopped;
  119791. private _timeDelta;
  119792. private _randomTexture;
  119793. private _randomTexture2;
  119794. private _attributesStrideSize;
  119795. private _updateEffectOptions;
  119796. private _randomTextureSize;
  119797. private _actualFrame;
  119798. private readonly _rawTextureWidth;
  119799. /**
  119800. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  119801. */
  119802. static readonly IsSupported: boolean;
  119803. /**
  119804. * An event triggered when the system is disposed.
  119805. */
  119806. onDisposeObservable: Observable<GPUParticleSystem>;
  119807. /**
  119808. * Gets the maximum number of particles active at the same time.
  119809. * @returns The max number of active particles.
  119810. */
  119811. getCapacity(): number;
  119812. /**
  119813. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  119814. * to override the particles.
  119815. */
  119816. forceDepthWrite: boolean;
  119817. /**
  119818. * Gets or set the number of active particles
  119819. */
  119820. activeParticleCount: number;
  119821. private _preWarmDone;
  119822. /**
  119823. * Is this system ready to be used/rendered
  119824. * @return true if the system is ready
  119825. */
  119826. isReady(): boolean;
  119827. /**
  119828. * Gets if the system has been started. (Note: this will still be true after stop is called)
  119829. * @returns True if it has been started, otherwise false.
  119830. */
  119831. isStarted(): boolean;
  119832. /**
  119833. * Starts the particle system and begins to emit
  119834. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  119835. */
  119836. start(delay?: number): void;
  119837. /**
  119838. * Stops the particle system.
  119839. */
  119840. stop(): void;
  119841. /**
  119842. * Remove all active particles
  119843. */
  119844. reset(): void;
  119845. /**
  119846. * Returns the string "GPUParticleSystem"
  119847. * @returns a string containing the class name
  119848. */
  119849. getClassName(): string;
  119850. private _colorGradientsTexture;
  119851. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  119852. /**
  119853. * Adds a new color gradient
  119854. * @param gradient defines the gradient to use (between 0 and 1)
  119855. * @param color1 defines the color to affect to the specified gradient
  119856. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  119857. * @returns the current particle system
  119858. */
  119859. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  119860. /**
  119861. * Remove a specific color gradient
  119862. * @param gradient defines the gradient to remove
  119863. * @returns the current particle system
  119864. */
  119865. removeColorGradient(gradient: number): GPUParticleSystem;
  119866. private _angularSpeedGradientsTexture;
  119867. private _sizeGradientsTexture;
  119868. private _velocityGradientsTexture;
  119869. private _limitVelocityGradientsTexture;
  119870. private _dragGradientsTexture;
  119871. private _addFactorGradient;
  119872. /**
  119873. * Adds a new size gradient
  119874. * @param gradient defines the gradient to use (between 0 and 1)
  119875. * @param factor defines the size factor to affect to the specified gradient
  119876. * @returns the current particle system
  119877. */
  119878. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  119879. /**
  119880. * Remove a specific size gradient
  119881. * @param gradient defines the gradient to remove
  119882. * @returns the current particle system
  119883. */
  119884. removeSizeGradient(gradient: number): GPUParticleSystem;
  119885. /**
  119886. * Adds a new angular speed gradient
  119887. * @param gradient defines the gradient to use (between 0 and 1)
  119888. * @param factor defines the angular speed to affect to the specified gradient
  119889. * @returns the current particle system
  119890. */
  119891. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  119892. /**
  119893. * Remove a specific angular speed gradient
  119894. * @param gradient defines the gradient to remove
  119895. * @returns the current particle system
  119896. */
  119897. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  119898. /**
  119899. * Adds a new velocity gradient
  119900. * @param gradient defines the gradient to use (between 0 and 1)
  119901. * @param factor defines the velocity to affect to the specified gradient
  119902. * @returns the current particle system
  119903. */
  119904. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  119905. /**
  119906. * Remove a specific velocity gradient
  119907. * @param gradient defines the gradient to remove
  119908. * @returns the current particle system
  119909. */
  119910. removeVelocityGradient(gradient: number): GPUParticleSystem;
  119911. /**
  119912. * Adds a new limit velocity gradient
  119913. * @param gradient defines the gradient to use (between 0 and 1)
  119914. * @param factor defines the limit velocity value to affect to the specified gradient
  119915. * @returns the current particle system
  119916. */
  119917. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  119918. /**
  119919. * Remove a specific limit velocity gradient
  119920. * @param gradient defines the gradient to remove
  119921. * @returns the current particle system
  119922. */
  119923. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  119924. /**
  119925. * Adds a new drag gradient
  119926. * @param gradient defines the gradient to use (between 0 and 1)
  119927. * @param factor defines the drag value to affect to the specified gradient
  119928. * @returns the current particle system
  119929. */
  119930. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  119931. /**
  119932. * Remove a specific drag gradient
  119933. * @param gradient defines the gradient to remove
  119934. * @returns the current particle system
  119935. */
  119936. removeDragGradient(gradient: number): GPUParticleSystem;
  119937. /**
  119938. * Not supported by GPUParticleSystem
  119939. * @param gradient defines the gradient to use (between 0 and 1)
  119940. * @param factor defines the emit rate value to affect to the specified gradient
  119941. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119942. * @returns the current particle system
  119943. */
  119944. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119945. /**
  119946. * Not supported by GPUParticleSystem
  119947. * @param gradient defines the gradient to remove
  119948. * @returns the current particle system
  119949. */
  119950. removeEmitRateGradient(gradient: number): IParticleSystem;
  119951. /**
  119952. * Not supported by GPUParticleSystem
  119953. * @param gradient defines the gradient to use (between 0 and 1)
  119954. * @param factor defines the start size value to affect to the specified gradient
  119955. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119956. * @returns the current particle system
  119957. */
  119958. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119959. /**
  119960. * Not supported by GPUParticleSystem
  119961. * @param gradient defines the gradient to remove
  119962. * @returns the current particle system
  119963. */
  119964. removeStartSizeGradient(gradient: number): IParticleSystem;
  119965. /**
  119966. * Not supported by GPUParticleSystem
  119967. * @param gradient defines the gradient to use (between 0 and 1)
  119968. * @param min defines the color remap minimal range
  119969. * @param max defines the color remap maximal range
  119970. * @returns the current particle system
  119971. */
  119972. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119973. /**
  119974. * Not supported by GPUParticleSystem
  119975. * @param gradient defines the gradient to remove
  119976. * @returns the current particle system
  119977. */
  119978. removeColorRemapGradient(): IParticleSystem;
  119979. /**
  119980. * Not supported by GPUParticleSystem
  119981. * @param gradient defines the gradient to use (between 0 and 1)
  119982. * @param min defines the alpha remap minimal range
  119983. * @param max defines the alpha remap maximal range
  119984. * @returns the current particle system
  119985. */
  119986. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119987. /**
  119988. * Not supported by GPUParticleSystem
  119989. * @param gradient defines the gradient to remove
  119990. * @returns the current particle system
  119991. */
  119992. removeAlphaRemapGradient(): IParticleSystem;
  119993. /**
  119994. * Not supported by GPUParticleSystem
  119995. * @param gradient defines the gradient to use (between 0 and 1)
  119996. * @param color defines the color to affect to the specified gradient
  119997. * @returns the current particle system
  119998. */
  119999. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  120000. /**
  120001. * Not supported by GPUParticleSystem
  120002. * @param gradient defines the gradient to remove
  120003. * @returns the current particle system
  120004. */
  120005. removeRampGradient(): IParticleSystem;
  120006. /**
  120007. * Not supported by GPUParticleSystem
  120008. * @returns the list of ramp gradients
  120009. */
  120010. getRampGradients(): Nullable<Array<Color3Gradient>>;
  120011. /**
  120012. * Not supported by GPUParticleSystem
  120013. * Gets or sets a boolean indicating that ramp gradients must be used
  120014. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  120015. */
  120016. useRampGradients: boolean;
  120017. /**
  120018. * Not supported by GPUParticleSystem
  120019. * @param gradient defines the gradient to use (between 0 and 1)
  120020. * @param factor defines the life time factor to affect to the specified gradient
  120021. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120022. * @returns the current particle system
  120023. */
  120024. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120025. /**
  120026. * Not supported by GPUParticleSystem
  120027. * @param gradient defines the gradient to remove
  120028. * @returns the current particle system
  120029. */
  120030. removeLifeTimeGradient(gradient: number): IParticleSystem;
  120031. /**
  120032. * Instantiates a GPU particle system.
  120033. * 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.
  120034. * @param name The name of the particle system
  120035. * @param options The options used to create the system
  120036. * @param scene The scene the particle system belongs to
  120037. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  120038. */
  120039. constructor(name: string, options: Partial<{
  120040. capacity: number;
  120041. randomTextureSize: number;
  120042. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  120043. protected _reset(): void;
  120044. private _createUpdateVAO;
  120045. private _createRenderVAO;
  120046. private _initialize;
  120047. /** @hidden */
  120048. _recreateUpdateEffect(): void;
  120049. /** @hidden */
  120050. _recreateRenderEffect(): void;
  120051. /**
  120052. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  120053. * @param preWarm defines if we are in the pre-warmimg phase
  120054. */
  120055. animate(preWarm?: boolean): void;
  120056. private _createFactorGradientTexture;
  120057. private _createSizeGradientTexture;
  120058. private _createAngularSpeedGradientTexture;
  120059. private _createVelocityGradientTexture;
  120060. private _createLimitVelocityGradientTexture;
  120061. private _createDragGradientTexture;
  120062. private _createColorGradientTexture;
  120063. /**
  120064. * Renders the particle system in its current state
  120065. * @param preWarm defines if the system should only update the particles but not render them
  120066. * @returns the current number of particles
  120067. */
  120068. render(preWarm?: boolean): number;
  120069. /**
  120070. * Rebuilds the particle system
  120071. */
  120072. rebuild(): void;
  120073. private _releaseBuffers;
  120074. private _releaseVAOs;
  120075. /**
  120076. * Disposes the particle system and free the associated resources
  120077. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  120078. */
  120079. dispose(disposeTexture?: boolean): void;
  120080. /**
  120081. * Clones the particle system.
  120082. * @param name The name of the cloned object
  120083. * @param newEmitter The new emitter to use
  120084. * @returns the cloned particle system
  120085. */
  120086. clone(name: string, newEmitter: any): GPUParticleSystem;
  120087. /**
  120088. * Serializes the particle system to a JSON object.
  120089. * @returns the JSON object
  120090. */
  120091. serialize(): any;
  120092. /**
  120093. * Parses a JSON object to create a GPU particle system.
  120094. * @param parsedParticleSystem The JSON object to parse
  120095. * @param scene The scene to create the particle system in
  120096. * @param rootUrl The root url to use to load external dependencies like texture
  120097. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  120098. * @returns the parsed GPU particle system
  120099. */
  120100. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  120101. }
  120102. }
  120103. declare module BABYLON {
  120104. /**
  120105. * Represents a set of particle systems working together to create a specific effect
  120106. */
  120107. export class ParticleSystemSet implements IDisposable {
  120108. private _emitterCreationOptions;
  120109. private _emitterNode;
  120110. /**
  120111. * Gets the particle system list
  120112. */
  120113. systems: IParticleSystem[];
  120114. /**
  120115. * Gets the emitter node used with this set
  120116. */
  120117. readonly emitterNode: Nullable<TransformNode>;
  120118. /**
  120119. * Creates a new emitter mesh as a sphere
  120120. * @param options defines the options used to create the sphere
  120121. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  120122. * @param scene defines the hosting scene
  120123. */
  120124. setEmitterAsSphere(options: {
  120125. diameter: number;
  120126. segments: number;
  120127. color: Color3;
  120128. }, renderingGroupId: number, scene: Scene): void;
  120129. /**
  120130. * Starts all particle systems of the set
  120131. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120132. */
  120133. start(emitter?: AbstractMesh): void;
  120134. /**
  120135. * Release all associated resources
  120136. */
  120137. dispose(): void;
  120138. /**
  120139. * Serialize the set into a JSON compatible object
  120140. * @returns a JSON compatible representation of the set
  120141. */
  120142. serialize(): any;
  120143. /**
  120144. * Parse a new ParticleSystemSet from a serialized source
  120145. * @param data defines a JSON compatible representation of the set
  120146. * @param scene defines the hosting scene
  120147. * @param gpu defines if we want GPU particles or CPU particles
  120148. * @returns a new ParticleSystemSet
  120149. */
  120150. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  120151. }
  120152. }
  120153. declare module BABYLON {
  120154. /**
  120155. * This class is made for on one-liner static method to help creating particle system set.
  120156. */
  120157. export class ParticleHelper {
  120158. /**
  120159. * Gets or sets base Assets URL
  120160. */
  120161. static BaseAssetsUrl: string;
  120162. /**
  120163. * Create a default particle system that you can tweak
  120164. * @param emitter defines the emitter to use
  120165. * @param capacity defines the system capacity (default is 500 particles)
  120166. * @param scene defines the hosting scene
  120167. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120168. * @returns the new Particle system
  120169. */
  120170. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  120171. /**
  120172. * This is the main static method (one-liner) of this helper to create different particle systems
  120173. * @param type This string represents the type to the particle system to create
  120174. * @param scene The scene where the particle system should live
  120175. * @param gpu If the system will use gpu
  120176. * @returns the ParticleSystemSet created
  120177. */
  120178. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  120179. /**
  120180. * Static function used to export a particle system to a ParticleSystemSet variable.
  120181. * Please note that the emitter shape is not exported
  120182. * @param systems defines the particle systems to export
  120183. * @returns the created particle system set
  120184. */
  120185. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  120186. }
  120187. }
  120188. declare module BABYLON {
  120189. interface Engine {
  120190. /**
  120191. * Create an effect to use with particle systems.
  120192. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  120193. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  120194. * @param uniformsNames defines a list of attribute names
  120195. * @param samplers defines an array of string used to represent textures
  120196. * @param defines defines the string containing the defines to use to compile the shaders
  120197. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  120198. * @param onCompiled defines a function to call when the effect creation is successful
  120199. * @param onError defines a function to call when the effect creation has failed
  120200. * @returns the new Effect
  120201. */
  120202. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  120203. }
  120204. interface Mesh {
  120205. /**
  120206. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  120207. * @returns an array of IParticleSystem
  120208. */
  120209. getEmittedParticleSystems(): IParticleSystem[];
  120210. /**
  120211. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  120212. * @returns an array of IParticleSystem
  120213. */
  120214. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  120215. }
  120216. /**
  120217. * @hidden
  120218. */
  120219. export var _IDoNeedToBeInTheBuild: number;
  120220. }
  120221. declare module BABYLON {
  120222. interface Scene {
  120223. /** @hidden (Backing field) */
  120224. _physicsEngine: Nullable<IPhysicsEngine>;
  120225. /**
  120226. * Gets the current physics engine
  120227. * @returns a IPhysicsEngine or null if none attached
  120228. */
  120229. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  120230. /**
  120231. * Enables physics to the current scene
  120232. * @param gravity defines the scene's gravity for the physics engine
  120233. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  120234. * @return a boolean indicating if the physics engine was initialized
  120235. */
  120236. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  120237. /**
  120238. * Disables and disposes the physics engine associated with the scene
  120239. */
  120240. disablePhysicsEngine(): void;
  120241. /**
  120242. * Gets a boolean indicating if there is an active physics engine
  120243. * @returns a boolean indicating if there is an active physics engine
  120244. */
  120245. isPhysicsEnabled(): boolean;
  120246. /**
  120247. * Deletes a physics compound impostor
  120248. * @param compound defines the compound to delete
  120249. */
  120250. deleteCompoundImpostor(compound: any): void;
  120251. /**
  120252. * An event triggered when physic simulation is about to be run
  120253. */
  120254. onBeforePhysicsObservable: Observable<Scene>;
  120255. /**
  120256. * An event triggered when physic simulation has been done
  120257. */
  120258. onAfterPhysicsObservable: Observable<Scene>;
  120259. }
  120260. interface AbstractMesh {
  120261. /** @hidden */
  120262. _physicsImpostor: Nullable<PhysicsImpostor>;
  120263. /**
  120264. * Gets or sets impostor used for physic simulation
  120265. * @see http://doc.babylonjs.com/features/physics_engine
  120266. */
  120267. physicsImpostor: Nullable<PhysicsImpostor>;
  120268. /**
  120269. * Gets the current physics impostor
  120270. * @see http://doc.babylonjs.com/features/physics_engine
  120271. * @returns a physics impostor or null
  120272. */
  120273. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  120274. /** Apply a physic impulse to the mesh
  120275. * @param force defines the force to apply
  120276. * @param contactPoint defines where to apply the force
  120277. * @returns the current mesh
  120278. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  120279. */
  120280. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  120281. /**
  120282. * Creates a physic joint between two meshes
  120283. * @param otherMesh defines the other mesh to use
  120284. * @param pivot1 defines the pivot to use on this mesh
  120285. * @param pivot2 defines the pivot to use on the other mesh
  120286. * @param options defines additional options (can be plugin dependent)
  120287. * @returns the current mesh
  120288. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  120289. */
  120290. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  120291. /** @hidden */
  120292. _disposePhysicsObserver: Nullable<Observer<Node>>;
  120293. }
  120294. /**
  120295. * Defines the physics engine scene component responsible to manage a physics engine
  120296. */
  120297. export class PhysicsEngineSceneComponent implements ISceneComponent {
  120298. /**
  120299. * The component name helpful to identify the component in the list of scene components.
  120300. */
  120301. readonly name: string;
  120302. /**
  120303. * The scene the component belongs to.
  120304. */
  120305. scene: Scene;
  120306. /**
  120307. * Creates a new instance of the component for the given scene
  120308. * @param scene Defines the scene to register the component in
  120309. */
  120310. constructor(scene: Scene);
  120311. /**
  120312. * Registers the component in a given scene
  120313. */
  120314. register(): void;
  120315. /**
  120316. * Rebuilds the elements related to this component in case of
  120317. * context lost for instance.
  120318. */
  120319. rebuild(): void;
  120320. /**
  120321. * Disposes the component and the associated ressources
  120322. */
  120323. dispose(): void;
  120324. }
  120325. }
  120326. declare module BABYLON {
  120327. /**
  120328. * A helper for physics simulations
  120329. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120330. */
  120331. export class PhysicsHelper {
  120332. private _scene;
  120333. private _physicsEngine;
  120334. /**
  120335. * Initializes the Physics helper
  120336. * @param scene Babylon.js scene
  120337. */
  120338. constructor(scene: Scene);
  120339. /**
  120340. * Applies a radial explosion impulse
  120341. * @param origin the origin of the explosion
  120342. * @param radiusOrEventOptions the radius or the options of radial explosion
  120343. * @param strength the explosion strength
  120344. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120345. * @returns A physics radial explosion event, or null
  120346. */
  120347. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  120348. /**
  120349. * Applies a radial explosion force
  120350. * @param origin the origin of the explosion
  120351. * @param radiusOrEventOptions the radius or the options of radial explosion
  120352. * @param strength the explosion strength
  120353. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120354. * @returns A physics radial explosion event, or null
  120355. */
  120356. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  120357. /**
  120358. * Creates a gravitational field
  120359. * @param origin the origin of the explosion
  120360. * @param radiusOrEventOptions the radius or the options of radial explosion
  120361. * @param strength the explosion strength
  120362. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120363. * @returns A physics gravitational field event, or null
  120364. */
  120365. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  120366. /**
  120367. * Creates a physics updraft event
  120368. * @param origin the origin of the updraft
  120369. * @param radiusOrEventOptions the radius or the options of the updraft
  120370. * @param strength the strength of the updraft
  120371. * @param height the height of the updraft
  120372. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  120373. * @returns A physics updraft event, or null
  120374. */
  120375. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  120376. /**
  120377. * Creates a physics vortex event
  120378. * @param origin the of the vortex
  120379. * @param radiusOrEventOptions the radius or the options of the vortex
  120380. * @param strength the strength of the vortex
  120381. * @param height the height of the vortex
  120382. * @returns a Physics vortex event, or null
  120383. * A physics vortex event or null
  120384. */
  120385. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  120386. }
  120387. /**
  120388. * Represents a physics radial explosion event
  120389. */
  120390. class PhysicsRadialExplosionEvent {
  120391. private _scene;
  120392. private _options;
  120393. private _sphere;
  120394. private _dataFetched;
  120395. /**
  120396. * Initializes a radial explosioin event
  120397. * @param _scene BabylonJS scene
  120398. * @param _options The options for the vortex event
  120399. */
  120400. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  120401. /**
  120402. * Returns the data related to the radial explosion event (sphere).
  120403. * @returns The radial explosion event data
  120404. */
  120405. getData(): PhysicsRadialExplosionEventData;
  120406. /**
  120407. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  120408. * @param impostor A physics imposter
  120409. * @param origin the origin of the explosion
  120410. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  120411. */
  120412. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  120413. /**
  120414. * Triggers affecterd impostors callbacks
  120415. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  120416. */
  120417. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  120418. /**
  120419. * Disposes the sphere.
  120420. * @param force Specifies if the sphere should be disposed by force
  120421. */
  120422. dispose(force?: boolean): void;
  120423. /*** Helpers ***/
  120424. private _prepareSphere;
  120425. private _intersectsWithSphere;
  120426. }
  120427. /**
  120428. * Represents a gravitational field event
  120429. */
  120430. class PhysicsGravitationalFieldEvent {
  120431. private _physicsHelper;
  120432. private _scene;
  120433. private _origin;
  120434. private _options;
  120435. private _tickCallback;
  120436. private _sphere;
  120437. private _dataFetched;
  120438. /**
  120439. * Initializes the physics gravitational field event
  120440. * @param _physicsHelper A physics helper
  120441. * @param _scene BabylonJS scene
  120442. * @param _origin The origin position of the gravitational field event
  120443. * @param _options The options for the vortex event
  120444. */
  120445. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  120446. /**
  120447. * Returns the data related to the gravitational field event (sphere).
  120448. * @returns A gravitational field event
  120449. */
  120450. getData(): PhysicsGravitationalFieldEventData;
  120451. /**
  120452. * Enables the gravitational field.
  120453. */
  120454. enable(): void;
  120455. /**
  120456. * Disables the gravitational field.
  120457. */
  120458. disable(): void;
  120459. /**
  120460. * Disposes the sphere.
  120461. * @param force The force to dispose from the gravitational field event
  120462. */
  120463. dispose(force?: boolean): void;
  120464. private _tick;
  120465. }
  120466. /**
  120467. * Represents a physics updraft event
  120468. */
  120469. class PhysicsUpdraftEvent {
  120470. private _scene;
  120471. private _origin;
  120472. private _options;
  120473. private _physicsEngine;
  120474. private _originTop;
  120475. private _originDirection;
  120476. private _tickCallback;
  120477. private _cylinder;
  120478. private _cylinderPosition;
  120479. private _dataFetched;
  120480. /**
  120481. * Initializes the physics updraft event
  120482. * @param _scene BabylonJS scene
  120483. * @param _origin The origin position of the updraft
  120484. * @param _options The options for the updraft event
  120485. */
  120486. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  120487. /**
  120488. * Returns the data related to the updraft event (cylinder).
  120489. * @returns A physics updraft event
  120490. */
  120491. getData(): PhysicsUpdraftEventData;
  120492. /**
  120493. * Enables the updraft.
  120494. */
  120495. enable(): void;
  120496. /**
  120497. * Disables the updraft.
  120498. */
  120499. disable(): void;
  120500. /**
  120501. * Disposes the cylinder.
  120502. * @param force Specifies if the updraft should be disposed by force
  120503. */
  120504. dispose(force?: boolean): void;
  120505. private getImpostorHitData;
  120506. private _tick;
  120507. /*** Helpers ***/
  120508. private _prepareCylinder;
  120509. private _intersectsWithCylinder;
  120510. }
  120511. /**
  120512. * Represents a physics vortex event
  120513. */
  120514. class PhysicsVortexEvent {
  120515. private _scene;
  120516. private _origin;
  120517. private _options;
  120518. private _physicsEngine;
  120519. private _originTop;
  120520. private _tickCallback;
  120521. private _cylinder;
  120522. private _cylinderPosition;
  120523. private _dataFetched;
  120524. /**
  120525. * Initializes the physics vortex event
  120526. * @param _scene The BabylonJS scene
  120527. * @param _origin The origin position of the vortex
  120528. * @param _options The options for the vortex event
  120529. */
  120530. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  120531. /**
  120532. * Returns the data related to the vortex event (cylinder).
  120533. * @returns The physics vortex event data
  120534. */
  120535. getData(): PhysicsVortexEventData;
  120536. /**
  120537. * Enables the vortex.
  120538. */
  120539. enable(): void;
  120540. /**
  120541. * Disables the cortex.
  120542. */
  120543. disable(): void;
  120544. /**
  120545. * Disposes the sphere.
  120546. * @param force
  120547. */
  120548. dispose(force?: boolean): void;
  120549. private getImpostorHitData;
  120550. private _tick;
  120551. /*** Helpers ***/
  120552. private _prepareCylinder;
  120553. private _intersectsWithCylinder;
  120554. }
  120555. /**
  120556. * Options fot the radial explosion event
  120557. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120558. */
  120559. export class PhysicsRadialExplosionEventOptions {
  120560. /**
  120561. * The radius of the sphere for the radial explosion.
  120562. */
  120563. radius: number;
  120564. /**
  120565. * The strenth of the explosion.
  120566. */
  120567. strength: number;
  120568. /**
  120569. * The strenght of the force in correspondence to the distance of the affected object
  120570. */
  120571. falloff: PhysicsRadialImpulseFalloff;
  120572. /**
  120573. * Sphere options for the radial explosion.
  120574. */
  120575. sphere: {
  120576. segments: number;
  120577. diameter: number;
  120578. };
  120579. /**
  120580. * Sphere options for the radial explosion.
  120581. */
  120582. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  120583. }
  120584. /**
  120585. * Options fot the updraft event
  120586. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120587. */
  120588. export class PhysicsUpdraftEventOptions {
  120589. /**
  120590. * The radius of the cylinder for the vortex
  120591. */
  120592. radius: number;
  120593. /**
  120594. * The strenth of the updraft.
  120595. */
  120596. strength: number;
  120597. /**
  120598. * The height of the cylinder for the updraft.
  120599. */
  120600. height: number;
  120601. /**
  120602. * The mode for the the updraft.
  120603. */
  120604. updraftMode: PhysicsUpdraftMode;
  120605. }
  120606. /**
  120607. * Options fot the vortex event
  120608. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120609. */
  120610. export class PhysicsVortexEventOptions {
  120611. /**
  120612. * The radius of the cylinder for the vortex
  120613. */
  120614. radius: number;
  120615. /**
  120616. * The strenth of the vortex.
  120617. */
  120618. strength: number;
  120619. /**
  120620. * The height of the cylinder for the vortex.
  120621. */
  120622. height: number;
  120623. /**
  120624. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  120625. */
  120626. centripetalForceThreshold: number;
  120627. /**
  120628. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  120629. */
  120630. centripetalForceMultiplier: number;
  120631. /**
  120632. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  120633. */
  120634. centrifugalForceMultiplier: number;
  120635. /**
  120636. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  120637. */
  120638. updraftForceMultiplier: number;
  120639. }
  120640. /**
  120641. * The strenght of the force in correspondence to the distance of the affected object
  120642. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120643. */
  120644. export enum PhysicsRadialImpulseFalloff {
  120645. /** Defines that impulse is constant in strength across it's whole radius */
  120646. Constant = 0,
  120647. /** Defines that impulse gets weaker if it's further from the origin */
  120648. Linear = 1
  120649. }
  120650. /**
  120651. * The strength of the force in correspondence to the distance of the affected object
  120652. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120653. */
  120654. export enum PhysicsUpdraftMode {
  120655. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  120656. Center = 0,
  120657. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  120658. Perpendicular = 1
  120659. }
  120660. /**
  120661. * Interface for a physics hit data
  120662. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120663. */
  120664. export interface PhysicsHitData {
  120665. /**
  120666. * The force applied at the contact point
  120667. */
  120668. force: Vector3;
  120669. /**
  120670. * The contact point
  120671. */
  120672. contactPoint: Vector3;
  120673. /**
  120674. * The distance from the origin to the contact point
  120675. */
  120676. distanceFromOrigin: number;
  120677. }
  120678. /**
  120679. * Interface for radial explosion event data
  120680. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120681. */
  120682. export interface PhysicsRadialExplosionEventData {
  120683. /**
  120684. * A sphere used for the radial explosion event
  120685. */
  120686. sphere: Mesh;
  120687. }
  120688. /**
  120689. * Interface for gravitational field event data
  120690. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120691. */
  120692. export interface PhysicsGravitationalFieldEventData {
  120693. /**
  120694. * A sphere mesh used for the gravitational field event
  120695. */
  120696. sphere: Mesh;
  120697. }
  120698. /**
  120699. * Interface for updraft event data
  120700. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120701. */
  120702. export interface PhysicsUpdraftEventData {
  120703. /**
  120704. * A cylinder used for the updraft event
  120705. */
  120706. cylinder: Mesh;
  120707. }
  120708. /**
  120709. * Interface for vortex event data
  120710. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120711. */
  120712. export interface PhysicsVortexEventData {
  120713. /**
  120714. * A cylinder used for the vortex event
  120715. */
  120716. cylinder: Mesh;
  120717. }
  120718. /**
  120719. * Interface for an affected physics impostor
  120720. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120721. */
  120722. export interface PhysicsAffectedImpostorWithData {
  120723. /**
  120724. * The impostor affected by the effect
  120725. */
  120726. impostor: PhysicsImpostor;
  120727. /**
  120728. * The data about the hit/horce from the explosion
  120729. */
  120730. hitData: PhysicsHitData;
  120731. }
  120732. }
  120733. declare module BABYLON {
  120734. /** @hidden */
  120735. export var blackAndWhitePixelShader: {
  120736. name: string;
  120737. shader: string;
  120738. };
  120739. }
  120740. declare module BABYLON {
  120741. /**
  120742. * Post process used to render in black and white
  120743. */
  120744. export class BlackAndWhitePostProcess extends PostProcess {
  120745. /**
  120746. * Linear about to convert he result to black and white (default: 1)
  120747. */
  120748. degree: number;
  120749. /**
  120750. * Creates a black and white post process
  120751. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  120752. * @param name The name of the effect.
  120753. * @param options The required width/height ratio to downsize to before computing the render pass.
  120754. * @param camera The camera to apply the render pass to.
  120755. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120756. * @param engine The engine which the post process will be applied. (default: current engine)
  120757. * @param reusable If the post process can be reused on the same frame. (default: false)
  120758. */
  120759. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120760. }
  120761. }
  120762. declare module BABYLON {
  120763. /**
  120764. * This represents a set of one or more post processes in Babylon.
  120765. * A post process can be used to apply a shader to a texture after it is rendered.
  120766. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120767. */
  120768. export class PostProcessRenderEffect {
  120769. private _postProcesses;
  120770. private _getPostProcesses;
  120771. private _singleInstance;
  120772. private _cameras;
  120773. private _indicesForCamera;
  120774. /**
  120775. * Name of the effect
  120776. * @hidden
  120777. */
  120778. _name: string;
  120779. /**
  120780. * Instantiates a post process render effect.
  120781. * A post process can be used to apply a shader to a texture after it is rendered.
  120782. * @param engine The engine the effect is tied to
  120783. * @param name The name of the effect
  120784. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  120785. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  120786. */
  120787. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  120788. /**
  120789. * Checks if all the post processes in the effect are supported.
  120790. */
  120791. readonly isSupported: boolean;
  120792. /**
  120793. * Updates the current state of the effect
  120794. * @hidden
  120795. */
  120796. _update(): void;
  120797. /**
  120798. * Attaches the effect on cameras
  120799. * @param cameras The camera to attach to.
  120800. * @hidden
  120801. */
  120802. _attachCameras(cameras: Camera): void;
  120803. /**
  120804. * Attaches the effect on cameras
  120805. * @param cameras The camera to attach to.
  120806. * @hidden
  120807. */
  120808. _attachCameras(cameras: Camera[]): void;
  120809. /**
  120810. * Detaches the effect on cameras
  120811. * @param cameras The camera to detatch from.
  120812. * @hidden
  120813. */
  120814. _detachCameras(cameras: Camera): void;
  120815. /**
  120816. * Detatches the effect on cameras
  120817. * @param cameras The camera to detatch from.
  120818. * @hidden
  120819. */
  120820. _detachCameras(cameras: Camera[]): void;
  120821. /**
  120822. * Enables the effect on given cameras
  120823. * @param cameras The camera to enable.
  120824. * @hidden
  120825. */
  120826. _enable(cameras: Camera): void;
  120827. /**
  120828. * Enables the effect on given cameras
  120829. * @param cameras The camera to enable.
  120830. * @hidden
  120831. */
  120832. _enable(cameras: Nullable<Camera[]>): void;
  120833. /**
  120834. * Disables the effect on the given cameras
  120835. * @param cameras The camera to disable.
  120836. * @hidden
  120837. */
  120838. _disable(cameras: Camera): void;
  120839. /**
  120840. * Disables the effect on the given cameras
  120841. * @param cameras The camera to disable.
  120842. * @hidden
  120843. */
  120844. _disable(cameras: Nullable<Camera[]>): void;
  120845. /**
  120846. * Gets a list of the post processes contained in the effect.
  120847. * @param camera The camera to get the post processes on.
  120848. * @returns The list of the post processes in the effect.
  120849. */
  120850. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  120851. }
  120852. }
  120853. declare module BABYLON {
  120854. /** @hidden */
  120855. export var extractHighlightsPixelShader: {
  120856. name: string;
  120857. shader: string;
  120858. };
  120859. }
  120860. declare module BABYLON {
  120861. /**
  120862. * 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.
  120863. */
  120864. export class ExtractHighlightsPostProcess extends PostProcess {
  120865. /**
  120866. * The luminance threshold, pixels below this value will be set to black.
  120867. */
  120868. threshold: number;
  120869. /** @hidden */
  120870. _exposure: number;
  120871. /**
  120872. * Post process which has the input texture to be used when performing highlight extraction
  120873. * @hidden
  120874. */
  120875. _inputPostProcess: Nullable<PostProcess>;
  120876. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120877. }
  120878. }
  120879. declare module BABYLON {
  120880. /** @hidden */
  120881. export var bloomMergePixelShader: {
  120882. name: string;
  120883. shader: string;
  120884. };
  120885. }
  120886. declare module BABYLON {
  120887. /**
  120888. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120889. */
  120890. export class BloomMergePostProcess extends PostProcess {
  120891. /** Weight of the bloom to be added to the original input. */
  120892. weight: number;
  120893. /**
  120894. * Creates a new instance of @see BloomMergePostProcess
  120895. * @param name The name of the effect.
  120896. * @param originalFromInput Post process which's input will be used for the merge.
  120897. * @param blurred Blurred highlights post process which's output will be used.
  120898. * @param weight Weight of the bloom to be added to the original input.
  120899. * @param options The required width/height ratio to downsize to before computing the render pass.
  120900. * @param camera The camera to apply the render pass to.
  120901. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120902. * @param engine The engine which the post process will be applied. (default: current engine)
  120903. * @param reusable If the post process can be reused on the same frame. (default: false)
  120904. * @param textureType Type of textures used when performing the post process. (default: 0)
  120905. * @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)
  120906. */
  120907. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  120908. /** Weight of the bloom to be added to the original input. */
  120909. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120910. }
  120911. }
  120912. declare module BABYLON {
  120913. /**
  120914. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  120915. */
  120916. export class BloomEffect extends PostProcessRenderEffect {
  120917. private bloomScale;
  120918. /**
  120919. * @hidden Internal
  120920. */
  120921. _effects: Array<PostProcess>;
  120922. /**
  120923. * @hidden Internal
  120924. */
  120925. _downscale: ExtractHighlightsPostProcess;
  120926. private _blurX;
  120927. private _blurY;
  120928. private _merge;
  120929. /**
  120930. * The luminance threshold to find bright areas of the image to bloom.
  120931. */
  120932. threshold: number;
  120933. /**
  120934. * The strength of the bloom.
  120935. */
  120936. weight: number;
  120937. /**
  120938. * Specifies the size of the bloom blur kernel, relative to the final output size
  120939. */
  120940. kernel: number;
  120941. /**
  120942. * Creates a new instance of @see BloomEffect
  120943. * @param scene The scene the effect belongs to.
  120944. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  120945. * @param bloomKernel The size of the kernel to be used when applying the blur.
  120946. * @param bloomWeight The the strength of bloom.
  120947. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120948. * @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)
  120949. */
  120950. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  120951. /**
  120952. * Disposes each of the internal effects for a given camera.
  120953. * @param camera The camera to dispose the effect on.
  120954. */
  120955. disposeEffects(camera: Camera): void;
  120956. /**
  120957. * @hidden Internal
  120958. */
  120959. _updateEffects(): void;
  120960. /**
  120961. * Internal
  120962. * @returns if all the contained post processes are ready.
  120963. * @hidden
  120964. */
  120965. _isReady(): boolean;
  120966. }
  120967. }
  120968. declare module BABYLON {
  120969. /** @hidden */
  120970. export var chromaticAberrationPixelShader: {
  120971. name: string;
  120972. shader: string;
  120973. };
  120974. }
  120975. declare module BABYLON {
  120976. /**
  120977. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  120978. */
  120979. export class ChromaticAberrationPostProcess extends PostProcess {
  120980. /**
  120981. * The amount of seperation of rgb channels (default: 30)
  120982. */
  120983. aberrationAmount: number;
  120984. /**
  120985. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  120986. */
  120987. radialIntensity: number;
  120988. /**
  120989. * 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))
  120990. */
  120991. direction: Vector2;
  120992. /**
  120993. * 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))
  120994. */
  120995. centerPosition: Vector2;
  120996. /**
  120997. * Creates a new instance ChromaticAberrationPostProcess
  120998. * @param name The name of the effect.
  120999. * @param screenWidth The width of the screen to apply the effect on.
  121000. * @param screenHeight The height of the screen to apply the effect on.
  121001. * @param options The required width/height ratio to downsize to before computing the render pass.
  121002. * @param camera The camera to apply the render pass to.
  121003. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121004. * @param engine The engine which the post process will be applied. (default: current engine)
  121005. * @param reusable If the post process can be reused on the same frame. (default: false)
  121006. * @param textureType Type of textures used when performing the post process. (default: 0)
  121007. * @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)
  121008. */
  121009. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121010. }
  121011. }
  121012. declare module BABYLON {
  121013. /** @hidden */
  121014. export var circleOfConfusionPixelShader: {
  121015. name: string;
  121016. shader: string;
  121017. };
  121018. }
  121019. declare module BABYLON {
  121020. /**
  121021. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  121022. */
  121023. export class CircleOfConfusionPostProcess extends PostProcess {
  121024. /**
  121025. * 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.
  121026. */
  121027. lensSize: number;
  121028. /**
  121029. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121030. */
  121031. fStop: number;
  121032. /**
  121033. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121034. */
  121035. focusDistance: number;
  121036. /**
  121037. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  121038. */
  121039. focalLength: number;
  121040. private _depthTexture;
  121041. /**
  121042. * Creates a new instance CircleOfConfusionPostProcess
  121043. * @param name The name of the effect.
  121044. * @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.
  121045. * @param options The required width/height ratio to downsize to before computing the render pass.
  121046. * @param camera The camera to apply the render pass to.
  121047. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121048. * @param engine The engine which the post process will be applied. (default: current engine)
  121049. * @param reusable If the post process can be reused on the same frame. (default: false)
  121050. * @param textureType Type of textures used when performing the post process. (default: 0)
  121051. * @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)
  121052. */
  121053. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121054. /**
  121055. * 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.
  121056. */
  121057. depthTexture: RenderTargetTexture;
  121058. }
  121059. }
  121060. declare module BABYLON {
  121061. /** @hidden */
  121062. export var colorCorrectionPixelShader: {
  121063. name: string;
  121064. shader: string;
  121065. };
  121066. }
  121067. declare module BABYLON {
  121068. /**
  121069. *
  121070. * This post-process allows the modification of rendered colors by using
  121071. * a 'look-up table' (LUT). This effect is also called Color Grading.
  121072. *
  121073. * The object needs to be provided an url to a texture containing the color
  121074. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  121075. * Use an image editing software to tweak the LUT to match your needs.
  121076. *
  121077. * For an example of a color LUT, see here:
  121078. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  121079. * For explanations on color grading, see here:
  121080. * @see http://udn.epicgames.com/Three/ColorGrading.html
  121081. *
  121082. */
  121083. export class ColorCorrectionPostProcess extends PostProcess {
  121084. private _colorTableTexture;
  121085. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121086. }
  121087. }
  121088. declare module BABYLON {
  121089. /** @hidden */
  121090. export var convolutionPixelShader: {
  121091. name: string;
  121092. shader: string;
  121093. };
  121094. }
  121095. declare module BABYLON {
  121096. /**
  121097. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  121098. * input texture to perform effects such as edge detection or sharpening
  121099. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121100. */
  121101. export class ConvolutionPostProcess extends PostProcess {
  121102. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121103. kernel: number[];
  121104. /**
  121105. * Creates a new instance ConvolutionPostProcess
  121106. * @param name The name of the effect.
  121107. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  121108. * @param options The required width/height ratio to downsize to before computing the render pass.
  121109. * @param camera The camera to apply the render pass to.
  121110. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121111. * @param engine The engine which the post process will be applied. (default: current engine)
  121112. * @param reusable If the post process can be reused on the same frame. (default: false)
  121113. * @param textureType Type of textures used when performing the post process. (default: 0)
  121114. */
  121115. constructor(name: string,
  121116. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121117. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121118. /**
  121119. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121120. */
  121121. static EdgeDetect0Kernel: number[];
  121122. /**
  121123. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121124. */
  121125. static EdgeDetect1Kernel: number[];
  121126. /**
  121127. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121128. */
  121129. static EdgeDetect2Kernel: number[];
  121130. /**
  121131. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121132. */
  121133. static SharpenKernel: number[];
  121134. /**
  121135. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121136. */
  121137. static EmbossKernel: number[];
  121138. /**
  121139. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121140. */
  121141. static GaussianKernel: number[];
  121142. }
  121143. }
  121144. declare module BABYLON {
  121145. /**
  121146. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  121147. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  121148. * based on samples that have a large difference in distance than the center pixel.
  121149. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  121150. */
  121151. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  121152. direction: Vector2;
  121153. /**
  121154. * Creates a new instance CircleOfConfusionPostProcess
  121155. * @param name The name of the effect.
  121156. * @param scene The scene the effect belongs to.
  121157. * @param direction The direction the blur should be applied.
  121158. * @param kernel The size of the kernel used to blur.
  121159. * @param options The required width/height ratio to downsize to before computing the render pass.
  121160. * @param camera The camera to apply the render pass to.
  121161. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  121162. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  121163. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121164. * @param engine The engine which the post process will be applied. (default: current engine)
  121165. * @param reusable If the post process can be reused on the same frame. (default: false)
  121166. * @param textureType Type of textures used when performing the post process. (default: 0)
  121167. * @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)
  121168. */
  121169. 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);
  121170. }
  121171. }
  121172. declare module BABYLON {
  121173. /** @hidden */
  121174. export var depthOfFieldMergePixelShader: {
  121175. name: string;
  121176. shader: string;
  121177. };
  121178. }
  121179. declare module BABYLON {
  121180. /**
  121181. * Options to be set when merging outputs from the default pipeline.
  121182. */
  121183. export class DepthOfFieldMergePostProcessOptions {
  121184. /**
  121185. * The original image to merge on top of
  121186. */
  121187. originalFromInput: PostProcess;
  121188. /**
  121189. * Parameters to perform the merge of the depth of field effect
  121190. */
  121191. depthOfField?: {
  121192. circleOfConfusion: PostProcess;
  121193. blurSteps: Array<PostProcess>;
  121194. };
  121195. /**
  121196. * Parameters to perform the merge of bloom effect
  121197. */
  121198. bloom?: {
  121199. blurred: PostProcess;
  121200. weight: number;
  121201. };
  121202. }
  121203. /**
  121204. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121205. */
  121206. export class DepthOfFieldMergePostProcess extends PostProcess {
  121207. private blurSteps;
  121208. /**
  121209. * Creates a new instance of DepthOfFieldMergePostProcess
  121210. * @param name The name of the effect.
  121211. * @param originalFromInput Post process which's input will be used for the merge.
  121212. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  121213. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  121214. * @param options The required width/height ratio to downsize to before computing the render pass.
  121215. * @param camera The camera to apply the render pass to.
  121216. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121217. * @param engine The engine which the post process will be applied. (default: current engine)
  121218. * @param reusable If the post process can be reused on the same frame. (default: false)
  121219. * @param textureType Type of textures used when performing the post process. (default: 0)
  121220. * @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)
  121221. */
  121222. 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);
  121223. /**
  121224. * Updates the effect with the current post process compile time values and recompiles the shader.
  121225. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  121226. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  121227. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  121228. * @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
  121229. * @param onCompiled Called when the shader has been compiled.
  121230. * @param onError Called if there is an error when compiling a shader.
  121231. */
  121232. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  121233. }
  121234. }
  121235. declare module BABYLON {
  121236. /**
  121237. * Specifies the level of max blur that should be applied when using the depth of field effect
  121238. */
  121239. export enum DepthOfFieldEffectBlurLevel {
  121240. /**
  121241. * Subtle blur
  121242. */
  121243. Low = 0,
  121244. /**
  121245. * Medium blur
  121246. */
  121247. Medium = 1,
  121248. /**
  121249. * Large blur
  121250. */
  121251. High = 2
  121252. }
  121253. /**
  121254. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  121255. */
  121256. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  121257. private _circleOfConfusion;
  121258. /**
  121259. * @hidden Internal, blurs from high to low
  121260. */
  121261. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  121262. private _depthOfFieldBlurY;
  121263. private _dofMerge;
  121264. /**
  121265. * @hidden Internal post processes in depth of field effect
  121266. */
  121267. _effects: Array<PostProcess>;
  121268. /**
  121269. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  121270. */
  121271. focalLength: number;
  121272. /**
  121273. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121274. */
  121275. fStop: number;
  121276. /**
  121277. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121278. */
  121279. focusDistance: number;
  121280. /**
  121281. * 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.
  121282. */
  121283. lensSize: number;
  121284. /**
  121285. * Creates a new instance DepthOfFieldEffect
  121286. * @param scene The scene the effect belongs to.
  121287. * @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.
  121288. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121289. * @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)
  121290. */
  121291. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  121292. /**
  121293. * Get the current class name of the current effet
  121294. * @returns "DepthOfFieldEffect"
  121295. */
  121296. getClassName(): string;
  121297. /**
  121298. * 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.
  121299. */
  121300. depthTexture: RenderTargetTexture;
  121301. /**
  121302. * Disposes each of the internal effects for a given camera.
  121303. * @param camera The camera to dispose the effect on.
  121304. */
  121305. disposeEffects(camera: Camera): void;
  121306. /**
  121307. * @hidden Internal
  121308. */
  121309. _updateEffects(): void;
  121310. /**
  121311. * Internal
  121312. * @returns if all the contained post processes are ready.
  121313. * @hidden
  121314. */
  121315. _isReady(): boolean;
  121316. }
  121317. }
  121318. declare module BABYLON {
  121319. /** @hidden */
  121320. export var displayPassPixelShader: {
  121321. name: string;
  121322. shader: string;
  121323. };
  121324. }
  121325. declare module BABYLON {
  121326. /**
  121327. * DisplayPassPostProcess which produces an output the same as it's input
  121328. */
  121329. export class DisplayPassPostProcess extends PostProcess {
  121330. /**
  121331. * Creates the DisplayPassPostProcess
  121332. * @param name The name of the effect.
  121333. * @param options The required width/height ratio to downsize to before computing the render pass.
  121334. * @param camera The camera to apply the render pass to.
  121335. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121336. * @param engine The engine which the post process will be applied. (default: current engine)
  121337. * @param reusable If the post process can be reused on the same frame. (default: false)
  121338. */
  121339. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121340. }
  121341. }
  121342. declare module BABYLON {
  121343. /** @hidden */
  121344. export var filterPixelShader: {
  121345. name: string;
  121346. shader: string;
  121347. };
  121348. }
  121349. declare module BABYLON {
  121350. /**
  121351. * Applies a kernel filter to the image
  121352. */
  121353. export class FilterPostProcess extends PostProcess {
  121354. /** The matrix to be applied to the image */
  121355. kernelMatrix: Matrix;
  121356. /**
  121357. *
  121358. * @param name The name of the effect.
  121359. * @param kernelMatrix The matrix to be applied to the image
  121360. * @param options The required width/height ratio to downsize to before computing the render pass.
  121361. * @param camera The camera to apply the render pass to.
  121362. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121363. * @param engine The engine which the post process will be applied. (default: current engine)
  121364. * @param reusable If the post process can be reused on the same frame. (default: false)
  121365. */
  121366. constructor(name: string,
  121367. /** The matrix to be applied to the image */
  121368. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121369. }
  121370. }
  121371. declare module BABYLON {
  121372. /** @hidden */
  121373. export var fxaaPixelShader: {
  121374. name: string;
  121375. shader: string;
  121376. };
  121377. }
  121378. declare module BABYLON {
  121379. /** @hidden */
  121380. export var fxaaVertexShader: {
  121381. name: string;
  121382. shader: string;
  121383. };
  121384. }
  121385. declare module BABYLON {
  121386. /**
  121387. * Fxaa post process
  121388. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  121389. */
  121390. export class FxaaPostProcess extends PostProcess {
  121391. /** @hidden */
  121392. texelWidth: number;
  121393. /** @hidden */
  121394. texelHeight: number;
  121395. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121396. private _getDefines;
  121397. }
  121398. }
  121399. declare module BABYLON {
  121400. /** @hidden */
  121401. export var grainPixelShader: {
  121402. name: string;
  121403. shader: string;
  121404. };
  121405. }
  121406. declare module BABYLON {
  121407. /**
  121408. * The GrainPostProcess adds noise to the image at mid luminance levels
  121409. */
  121410. export class GrainPostProcess extends PostProcess {
  121411. /**
  121412. * The intensity of the grain added (default: 30)
  121413. */
  121414. intensity: number;
  121415. /**
  121416. * If the grain should be randomized on every frame
  121417. */
  121418. animated: boolean;
  121419. /**
  121420. * Creates a new instance of @see GrainPostProcess
  121421. * @param name The name of the effect.
  121422. * @param options The required width/height ratio to downsize to before computing the render pass.
  121423. * @param camera The camera to apply the render pass to.
  121424. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121425. * @param engine The engine which the post process will be applied. (default: current engine)
  121426. * @param reusable If the post process can be reused on the same frame. (default: false)
  121427. * @param textureType Type of textures used when performing the post process. (default: 0)
  121428. * @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)
  121429. */
  121430. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121431. }
  121432. }
  121433. declare module BABYLON {
  121434. /** @hidden */
  121435. export var highlightsPixelShader: {
  121436. name: string;
  121437. shader: string;
  121438. };
  121439. }
  121440. declare module BABYLON {
  121441. /**
  121442. * Extracts highlights from the image
  121443. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  121444. */
  121445. export class HighlightsPostProcess extends PostProcess {
  121446. /**
  121447. * Extracts highlights from the image
  121448. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  121449. * @param name The name of the effect.
  121450. * @param options The required width/height ratio to downsize to before computing the render pass.
  121451. * @param camera The camera to apply the render pass to.
  121452. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121453. * @param engine The engine which the post process will be applied. (default: current engine)
  121454. * @param reusable If the post process can be reused on the same frame. (default: false)
  121455. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  121456. */
  121457. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121458. }
  121459. }
  121460. declare module BABYLON {
  121461. /** @hidden */
  121462. export var mrtFragmentDeclaration: {
  121463. name: string;
  121464. shader: string;
  121465. };
  121466. }
  121467. declare module BABYLON {
  121468. /** @hidden */
  121469. export var geometryPixelShader: {
  121470. name: string;
  121471. shader: string;
  121472. };
  121473. }
  121474. declare module BABYLON {
  121475. /** @hidden */
  121476. export var geometryVertexShader: {
  121477. name: string;
  121478. shader: string;
  121479. };
  121480. }
  121481. declare module BABYLON {
  121482. /** @hidden */
  121483. interface ISavedTransformationMatrix {
  121484. world: Matrix;
  121485. viewProjection: Matrix;
  121486. }
  121487. /**
  121488. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  121489. */
  121490. export class GeometryBufferRenderer {
  121491. /**
  121492. * Constant used to retrieve the position texture index in the G-Buffer textures array
  121493. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  121494. */
  121495. static readonly POSITION_TEXTURE_TYPE: number;
  121496. /**
  121497. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  121498. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  121499. */
  121500. static readonly VELOCITY_TEXTURE_TYPE: number;
  121501. /**
  121502. * Dictionary used to store the previous transformation matrices of each rendered mesh
  121503. * in order to compute objects velocities when enableVelocity is set to "true"
  121504. * @hidden
  121505. */
  121506. _previousTransformationMatrices: {
  121507. [index: number]: ISavedTransformationMatrix;
  121508. };
  121509. /**
  121510. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  121511. * in order to compute objects velocities when enableVelocity is set to "true"
  121512. * @hidden
  121513. */
  121514. _previousBonesTransformationMatrices: {
  121515. [index: number]: Float32Array;
  121516. };
  121517. /**
  121518. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  121519. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  121520. */
  121521. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  121522. private _scene;
  121523. private _multiRenderTarget;
  121524. private _ratio;
  121525. private _enablePosition;
  121526. private _enableVelocity;
  121527. private _positionIndex;
  121528. private _velocityIndex;
  121529. protected _effect: Effect;
  121530. protected _cachedDefines: string;
  121531. /**
  121532. * Set the render list (meshes to be rendered) used in the G buffer.
  121533. */
  121534. renderList: Mesh[];
  121535. /**
  121536. * Gets wether or not G buffer are supported by the running hardware.
  121537. * This requires draw buffer supports
  121538. */
  121539. readonly isSupported: boolean;
  121540. /**
  121541. * Returns the index of the given texture type in the G-Buffer textures array
  121542. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  121543. * @returns the index of the given texture type in the G-Buffer textures array
  121544. */
  121545. getTextureIndex(textureType: number): number;
  121546. /**
  121547. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  121548. */
  121549. /**
  121550. * Sets whether or not objects positions are enabled for the G buffer.
  121551. */
  121552. enablePosition: boolean;
  121553. /**
  121554. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  121555. */
  121556. /**
  121557. * Sets wether or not objects velocities are enabled for the G buffer.
  121558. */
  121559. enableVelocity: boolean;
  121560. /**
  121561. * Gets the scene associated with the buffer.
  121562. */
  121563. readonly scene: Scene;
  121564. /**
  121565. * Gets the ratio used by the buffer during its creation.
  121566. * How big is the buffer related to the main canvas.
  121567. */
  121568. readonly ratio: number;
  121569. /** @hidden */
  121570. static _SceneComponentInitialization: (scene: Scene) => void;
  121571. /**
  121572. * Creates a new G Buffer for the scene
  121573. * @param scene The scene the buffer belongs to
  121574. * @param ratio How big is the buffer related to the main canvas.
  121575. */
  121576. constructor(scene: Scene, ratio?: number);
  121577. /**
  121578. * Checks wether everything is ready to render a submesh to the G buffer.
  121579. * @param subMesh the submesh to check readiness for
  121580. * @param useInstances is the mesh drawn using instance or not
  121581. * @returns true if ready otherwise false
  121582. */
  121583. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  121584. /**
  121585. * Gets the current underlying G Buffer.
  121586. * @returns the buffer
  121587. */
  121588. getGBuffer(): MultiRenderTarget;
  121589. /**
  121590. * Gets the number of samples used to render the buffer (anti aliasing).
  121591. */
  121592. /**
  121593. * Sets the number of samples used to render the buffer (anti aliasing).
  121594. */
  121595. samples: number;
  121596. /**
  121597. * Disposes the renderer and frees up associated resources.
  121598. */
  121599. dispose(): void;
  121600. protected _createRenderTargets(): void;
  121601. private _copyBonesTransformationMatrices;
  121602. }
  121603. }
  121604. declare module BABYLON {
  121605. interface Scene {
  121606. /** @hidden (Backing field) */
  121607. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  121608. /**
  121609. * Gets or Sets the current geometry buffer associated to the scene.
  121610. */
  121611. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  121612. /**
  121613. * Enables a GeometryBufferRender and associates it with the scene
  121614. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  121615. * @returns the GeometryBufferRenderer
  121616. */
  121617. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  121618. /**
  121619. * Disables the GeometryBufferRender associated with the scene
  121620. */
  121621. disableGeometryBufferRenderer(): void;
  121622. }
  121623. /**
  121624. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  121625. * in several rendering techniques.
  121626. */
  121627. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  121628. /**
  121629. * The component name helpful to identify the component in the list of scene components.
  121630. */
  121631. readonly name: string;
  121632. /**
  121633. * The scene the component belongs to.
  121634. */
  121635. scene: Scene;
  121636. /**
  121637. * Creates a new instance of the component for the given scene
  121638. * @param scene Defines the scene to register the component in
  121639. */
  121640. constructor(scene: Scene);
  121641. /**
  121642. * Registers the component in a given scene
  121643. */
  121644. register(): void;
  121645. /**
  121646. * Rebuilds the elements related to this component in case of
  121647. * context lost for instance.
  121648. */
  121649. rebuild(): void;
  121650. /**
  121651. * Disposes the component and the associated ressources
  121652. */
  121653. dispose(): void;
  121654. private _gatherRenderTargets;
  121655. }
  121656. }
  121657. declare module BABYLON {
  121658. /** @hidden */
  121659. export var motionBlurPixelShader: {
  121660. name: string;
  121661. shader: string;
  121662. };
  121663. }
  121664. declare module BABYLON {
  121665. /**
  121666. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  121667. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  121668. * As an example, all you have to do is to create the post-process:
  121669. * var mb = new BABYLON.MotionBlurPostProcess(
  121670. * 'mb', // The name of the effect.
  121671. * scene, // The scene containing the objects to blur according to their velocity.
  121672. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  121673. * camera // The camera to apply the render pass to.
  121674. * );
  121675. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  121676. */
  121677. export class MotionBlurPostProcess extends PostProcess {
  121678. /**
  121679. * Defines how much the image is blurred by the movement. Default value is equal to 1
  121680. */
  121681. motionStrength: number;
  121682. /**
  121683. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  121684. */
  121685. /**
  121686. * Sets the number of iterations to be used for motion blur quality
  121687. */
  121688. motionBlurSamples: number;
  121689. private _motionBlurSamples;
  121690. private _geometryBufferRenderer;
  121691. /**
  121692. * Creates a new instance MotionBlurPostProcess
  121693. * @param name The name of the effect.
  121694. * @param scene The scene containing the objects to blur according to their velocity.
  121695. * @param options The required width/height ratio to downsize to before computing the render pass.
  121696. * @param camera The camera to apply the render pass to.
  121697. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121698. * @param engine The engine which the post process will be applied. (default: current engine)
  121699. * @param reusable If the post process can be reused on the same frame. (default: false)
  121700. * @param textureType Type of textures used when performing the post process. (default: 0)
  121701. * @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)
  121702. */
  121703. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121704. /**
  121705. * Excludes the given skinned mesh from computing bones velocities.
  121706. * 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.
  121707. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  121708. */
  121709. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121710. /**
  121711. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  121712. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  121713. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  121714. */
  121715. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121716. /**
  121717. * Disposes the post process.
  121718. * @param camera The camera to dispose the post process on.
  121719. */
  121720. dispose(camera?: Camera): void;
  121721. }
  121722. }
  121723. declare module BABYLON {
  121724. /** @hidden */
  121725. export var refractionPixelShader: {
  121726. name: string;
  121727. shader: string;
  121728. };
  121729. }
  121730. declare module BABYLON {
  121731. /**
  121732. * Post process which applies a refractin texture
  121733. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  121734. */
  121735. export class RefractionPostProcess extends PostProcess {
  121736. /** the base color of the refraction (used to taint the rendering) */
  121737. color: Color3;
  121738. /** simulated refraction depth */
  121739. depth: number;
  121740. /** the coefficient of the base color (0 to remove base color tainting) */
  121741. colorLevel: number;
  121742. private _refTexture;
  121743. private _ownRefractionTexture;
  121744. /**
  121745. * Gets or sets the refraction texture
  121746. * Please note that you are responsible for disposing the texture if you set it manually
  121747. */
  121748. refractionTexture: Texture;
  121749. /**
  121750. * Initializes the RefractionPostProcess
  121751. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  121752. * @param name The name of the effect.
  121753. * @param refractionTextureUrl Url of the refraction texture to use
  121754. * @param color the base color of the refraction (used to taint the rendering)
  121755. * @param depth simulated refraction depth
  121756. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  121757. * @param camera The camera to apply the render pass to.
  121758. * @param options The required width/height ratio to downsize to before computing the render pass.
  121759. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121760. * @param engine The engine which the post process will be applied. (default: current engine)
  121761. * @param reusable If the post process can be reused on the same frame. (default: false)
  121762. */
  121763. constructor(name: string, refractionTextureUrl: string,
  121764. /** the base color of the refraction (used to taint the rendering) */
  121765. color: Color3,
  121766. /** simulated refraction depth */
  121767. depth: number,
  121768. /** the coefficient of the base color (0 to remove base color tainting) */
  121769. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121770. /**
  121771. * Disposes of the post process
  121772. * @param camera Camera to dispose post process on
  121773. */
  121774. dispose(camera: Camera): void;
  121775. }
  121776. }
  121777. declare module BABYLON {
  121778. /** @hidden */
  121779. export var sharpenPixelShader: {
  121780. name: string;
  121781. shader: string;
  121782. };
  121783. }
  121784. declare module BABYLON {
  121785. /**
  121786. * The SharpenPostProcess applies a sharpen kernel to every pixel
  121787. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121788. */
  121789. export class SharpenPostProcess extends PostProcess {
  121790. /**
  121791. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  121792. */
  121793. colorAmount: number;
  121794. /**
  121795. * How much sharpness should be applied (default: 0.3)
  121796. */
  121797. edgeAmount: number;
  121798. /**
  121799. * Creates a new instance ConvolutionPostProcess
  121800. * @param name The name of the effect.
  121801. * @param options The required width/height ratio to downsize to before computing the render pass.
  121802. * @param camera The camera to apply the render pass to.
  121803. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121804. * @param engine The engine which the post process will be applied. (default: current engine)
  121805. * @param reusable If the post process can be reused on the same frame. (default: false)
  121806. * @param textureType Type of textures used when performing the post process. (default: 0)
  121807. * @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)
  121808. */
  121809. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121810. }
  121811. }
  121812. declare module BABYLON {
  121813. /**
  121814. * PostProcessRenderPipeline
  121815. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121816. */
  121817. export class PostProcessRenderPipeline {
  121818. private engine;
  121819. private _renderEffects;
  121820. private _renderEffectsForIsolatedPass;
  121821. /**
  121822. * List of inspectable custom properties (used by the Inspector)
  121823. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  121824. */
  121825. inspectableCustomProperties: IInspectable[];
  121826. /**
  121827. * @hidden
  121828. */
  121829. protected _cameras: Camera[];
  121830. /** @hidden */
  121831. _name: string;
  121832. /**
  121833. * Gets pipeline name
  121834. */
  121835. readonly name: string;
  121836. /**
  121837. * Initializes a PostProcessRenderPipeline
  121838. * @param engine engine to add the pipeline to
  121839. * @param name name of the pipeline
  121840. */
  121841. constructor(engine: Engine, name: string);
  121842. /**
  121843. * Gets the class name
  121844. * @returns "PostProcessRenderPipeline"
  121845. */
  121846. getClassName(): string;
  121847. /**
  121848. * If all the render effects in the pipeline are supported
  121849. */
  121850. readonly isSupported: boolean;
  121851. /**
  121852. * Adds an effect to the pipeline
  121853. * @param renderEffect the effect to add
  121854. */
  121855. addEffect(renderEffect: PostProcessRenderEffect): void;
  121856. /** @hidden */
  121857. _rebuild(): void;
  121858. /** @hidden */
  121859. _enableEffect(renderEffectName: string, cameras: Camera): void;
  121860. /** @hidden */
  121861. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  121862. /** @hidden */
  121863. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  121864. /** @hidden */
  121865. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  121866. /** @hidden */
  121867. _attachCameras(cameras: Camera, unique: boolean): void;
  121868. /** @hidden */
  121869. _attachCameras(cameras: Camera[], unique: boolean): void;
  121870. /** @hidden */
  121871. _detachCameras(cameras: Camera): void;
  121872. /** @hidden */
  121873. _detachCameras(cameras: Nullable<Camera[]>): void;
  121874. /** @hidden */
  121875. _update(): void;
  121876. /** @hidden */
  121877. _reset(): void;
  121878. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  121879. /**
  121880. * Disposes of the pipeline
  121881. */
  121882. dispose(): void;
  121883. }
  121884. }
  121885. declare module BABYLON {
  121886. /**
  121887. * PostProcessRenderPipelineManager class
  121888. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121889. */
  121890. export class PostProcessRenderPipelineManager {
  121891. private _renderPipelines;
  121892. /**
  121893. * Initializes a PostProcessRenderPipelineManager
  121894. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121895. */
  121896. constructor();
  121897. /**
  121898. * Gets the list of supported render pipelines
  121899. */
  121900. readonly supportedPipelines: PostProcessRenderPipeline[];
  121901. /**
  121902. * Adds a pipeline to the manager
  121903. * @param renderPipeline The pipeline to add
  121904. */
  121905. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  121906. /**
  121907. * Attaches a camera to the pipeline
  121908. * @param renderPipelineName The name of the pipeline to attach to
  121909. * @param cameras the camera to attach
  121910. * @param unique if the camera can be attached multiple times to the pipeline
  121911. */
  121912. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  121913. /**
  121914. * Detaches a camera from the pipeline
  121915. * @param renderPipelineName The name of the pipeline to detach from
  121916. * @param cameras the camera to detach
  121917. */
  121918. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  121919. /**
  121920. * Enables an effect by name on a pipeline
  121921. * @param renderPipelineName the name of the pipeline to enable the effect in
  121922. * @param renderEffectName the name of the effect to enable
  121923. * @param cameras the cameras that the effect should be enabled on
  121924. */
  121925. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121926. /**
  121927. * Disables an effect by name on a pipeline
  121928. * @param renderPipelineName the name of the pipeline to disable the effect in
  121929. * @param renderEffectName the name of the effect to disable
  121930. * @param cameras the cameras that the effect should be disabled on
  121931. */
  121932. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121933. /**
  121934. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  121935. */
  121936. update(): void;
  121937. /** @hidden */
  121938. _rebuild(): void;
  121939. /**
  121940. * Disposes of the manager and pipelines
  121941. */
  121942. dispose(): void;
  121943. }
  121944. }
  121945. declare module BABYLON {
  121946. interface Scene {
  121947. /** @hidden (Backing field) */
  121948. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121949. /**
  121950. * Gets the postprocess render pipeline manager
  121951. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121952. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121953. */
  121954. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121955. }
  121956. /**
  121957. * Defines the Render Pipeline scene component responsible to rendering pipelines
  121958. */
  121959. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  121960. /**
  121961. * The component name helpfull to identify the component in the list of scene components.
  121962. */
  121963. readonly name: string;
  121964. /**
  121965. * The scene the component belongs to.
  121966. */
  121967. scene: Scene;
  121968. /**
  121969. * Creates a new instance of the component for the given scene
  121970. * @param scene Defines the scene to register the component in
  121971. */
  121972. constructor(scene: Scene);
  121973. /**
  121974. * Registers the component in a given scene
  121975. */
  121976. register(): void;
  121977. /**
  121978. * Rebuilds the elements related to this component in case of
  121979. * context lost for instance.
  121980. */
  121981. rebuild(): void;
  121982. /**
  121983. * Disposes the component and the associated ressources
  121984. */
  121985. dispose(): void;
  121986. private _gatherRenderTargets;
  121987. }
  121988. }
  121989. declare module BABYLON {
  121990. /**
  121991. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  121992. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121993. */
  121994. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  121995. private _scene;
  121996. private _camerasToBeAttached;
  121997. /**
  121998. * ID of the sharpen post process,
  121999. */
  122000. private readonly SharpenPostProcessId;
  122001. /**
  122002. * @ignore
  122003. * ID of the image processing post process;
  122004. */
  122005. readonly ImageProcessingPostProcessId: string;
  122006. /**
  122007. * @ignore
  122008. * ID of the Fast Approximate Anti-Aliasing post process;
  122009. */
  122010. readonly FxaaPostProcessId: string;
  122011. /**
  122012. * ID of the chromatic aberration post process,
  122013. */
  122014. private readonly ChromaticAberrationPostProcessId;
  122015. /**
  122016. * ID of the grain post process
  122017. */
  122018. private readonly GrainPostProcessId;
  122019. /**
  122020. * Sharpen post process which will apply a sharpen convolution to enhance edges
  122021. */
  122022. sharpen: SharpenPostProcess;
  122023. private _sharpenEffect;
  122024. private bloom;
  122025. /**
  122026. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  122027. */
  122028. depthOfField: DepthOfFieldEffect;
  122029. /**
  122030. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122031. */
  122032. fxaa: FxaaPostProcess;
  122033. /**
  122034. * Image post processing pass used to perform operations such as tone mapping or color grading.
  122035. */
  122036. imageProcessing: ImageProcessingPostProcess;
  122037. /**
  122038. * Chromatic aberration post process which will shift rgb colors in the image
  122039. */
  122040. chromaticAberration: ChromaticAberrationPostProcess;
  122041. private _chromaticAberrationEffect;
  122042. /**
  122043. * Grain post process which add noise to the image
  122044. */
  122045. grain: GrainPostProcess;
  122046. private _grainEffect;
  122047. /**
  122048. * Glow post process which adds a glow to emissive areas of the image
  122049. */
  122050. private _glowLayer;
  122051. /**
  122052. * Animations which can be used to tweak settings over a period of time
  122053. */
  122054. animations: Animation[];
  122055. private _imageProcessingConfigurationObserver;
  122056. private _sharpenEnabled;
  122057. private _bloomEnabled;
  122058. private _depthOfFieldEnabled;
  122059. private _depthOfFieldBlurLevel;
  122060. private _fxaaEnabled;
  122061. private _imageProcessingEnabled;
  122062. private _defaultPipelineTextureType;
  122063. private _bloomScale;
  122064. private _chromaticAberrationEnabled;
  122065. private _grainEnabled;
  122066. private _buildAllowed;
  122067. /**
  122068. * Gets active scene
  122069. */
  122070. readonly scene: Scene;
  122071. /**
  122072. * Enable or disable the sharpen process from the pipeline
  122073. */
  122074. sharpenEnabled: boolean;
  122075. private _resizeObserver;
  122076. private _hardwareScaleLevel;
  122077. private _bloomKernel;
  122078. /**
  122079. * Specifies the size of the bloom blur kernel, relative to the final output size
  122080. */
  122081. bloomKernel: number;
  122082. /**
  122083. * Specifies the weight of the bloom in the final rendering
  122084. */
  122085. private _bloomWeight;
  122086. /**
  122087. * Specifies the luma threshold for the area that will be blurred by the bloom
  122088. */
  122089. private _bloomThreshold;
  122090. private _hdr;
  122091. /**
  122092. * The strength of the bloom.
  122093. */
  122094. bloomWeight: number;
  122095. /**
  122096. * The strength of the bloom.
  122097. */
  122098. bloomThreshold: number;
  122099. /**
  122100. * The scale of the bloom, lower value will provide better performance.
  122101. */
  122102. bloomScale: number;
  122103. /**
  122104. * Enable or disable the bloom from the pipeline
  122105. */
  122106. bloomEnabled: boolean;
  122107. private _rebuildBloom;
  122108. /**
  122109. * If the depth of field is enabled.
  122110. */
  122111. depthOfFieldEnabled: boolean;
  122112. /**
  122113. * Blur level of the depth of field effect. (Higher blur will effect performance)
  122114. */
  122115. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  122116. /**
  122117. * If the anti aliasing is enabled.
  122118. */
  122119. fxaaEnabled: boolean;
  122120. private _samples;
  122121. /**
  122122. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122123. */
  122124. samples: number;
  122125. /**
  122126. * If image processing is enabled.
  122127. */
  122128. imageProcessingEnabled: boolean;
  122129. /**
  122130. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  122131. */
  122132. glowLayerEnabled: boolean;
  122133. /**
  122134. * Gets the glow layer (or null if not defined)
  122135. */
  122136. readonly glowLayer: Nullable<GlowLayer>;
  122137. /**
  122138. * Enable or disable the chromaticAberration process from the pipeline
  122139. */
  122140. chromaticAberrationEnabled: boolean;
  122141. /**
  122142. * Enable or disable the grain process from the pipeline
  122143. */
  122144. grainEnabled: boolean;
  122145. /**
  122146. * @constructor
  122147. * @param name - The rendering pipeline name (default: "")
  122148. * @param hdr - If high dynamic range textures should be used (default: true)
  122149. * @param scene - The scene linked to this pipeline (default: the last created scene)
  122150. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  122151. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  122152. */
  122153. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  122154. /**
  122155. * Get the class name
  122156. * @returns "DefaultRenderingPipeline"
  122157. */
  122158. getClassName(): string;
  122159. /**
  122160. * Force the compilation of the entire pipeline.
  122161. */
  122162. prepare(): void;
  122163. private _hasCleared;
  122164. private _prevPostProcess;
  122165. private _prevPrevPostProcess;
  122166. private _setAutoClearAndTextureSharing;
  122167. private _depthOfFieldSceneObserver;
  122168. private _buildPipeline;
  122169. private _disposePostProcesses;
  122170. /**
  122171. * Adds a camera to the pipeline
  122172. * @param camera the camera to be added
  122173. */
  122174. addCamera(camera: Camera): void;
  122175. /**
  122176. * Removes a camera from the pipeline
  122177. * @param camera the camera to remove
  122178. */
  122179. removeCamera(camera: Camera): void;
  122180. /**
  122181. * Dispose of the pipeline and stop all post processes
  122182. */
  122183. dispose(): void;
  122184. /**
  122185. * Serialize the rendering pipeline (Used when exporting)
  122186. * @returns the serialized object
  122187. */
  122188. serialize(): any;
  122189. /**
  122190. * Parse the serialized pipeline
  122191. * @param source Source pipeline.
  122192. * @param scene The scene to load the pipeline to.
  122193. * @param rootUrl The URL of the serialized pipeline.
  122194. * @returns An instantiated pipeline from the serialized object.
  122195. */
  122196. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  122197. }
  122198. }
  122199. declare module BABYLON {
  122200. /** @hidden */
  122201. export var lensHighlightsPixelShader: {
  122202. name: string;
  122203. shader: string;
  122204. };
  122205. }
  122206. declare module BABYLON {
  122207. /** @hidden */
  122208. export var depthOfFieldPixelShader: {
  122209. name: string;
  122210. shader: string;
  122211. };
  122212. }
  122213. declare module BABYLON {
  122214. /**
  122215. * BABYLON.JS Chromatic Aberration GLSL Shader
  122216. * Author: Olivier Guyot
  122217. * Separates very slightly R, G and B colors on the edges of the screen
  122218. * Inspired by Francois Tarlier & Martins Upitis
  122219. */
  122220. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  122221. /**
  122222. * @ignore
  122223. * The chromatic aberration PostProcess id in the pipeline
  122224. */
  122225. LensChromaticAberrationEffect: string;
  122226. /**
  122227. * @ignore
  122228. * The highlights enhancing PostProcess id in the pipeline
  122229. */
  122230. HighlightsEnhancingEffect: string;
  122231. /**
  122232. * @ignore
  122233. * The depth-of-field PostProcess id in the pipeline
  122234. */
  122235. LensDepthOfFieldEffect: string;
  122236. private _scene;
  122237. private _depthTexture;
  122238. private _grainTexture;
  122239. private _chromaticAberrationPostProcess;
  122240. private _highlightsPostProcess;
  122241. private _depthOfFieldPostProcess;
  122242. private _edgeBlur;
  122243. private _grainAmount;
  122244. private _chromaticAberration;
  122245. private _distortion;
  122246. private _highlightsGain;
  122247. private _highlightsThreshold;
  122248. private _dofDistance;
  122249. private _dofAperture;
  122250. private _dofDarken;
  122251. private _dofPentagon;
  122252. private _blurNoise;
  122253. /**
  122254. * @constructor
  122255. *
  122256. * Effect parameters are as follow:
  122257. * {
  122258. * chromatic_aberration: number; // from 0 to x (1 for realism)
  122259. * edge_blur: number; // from 0 to x (1 for realism)
  122260. * distortion: number; // from 0 to x (1 for realism)
  122261. * grain_amount: number; // from 0 to 1
  122262. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  122263. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  122264. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  122265. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  122266. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  122267. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  122268. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  122269. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  122270. * }
  122271. * Note: if an effect parameter is unset, effect is disabled
  122272. *
  122273. * @param name The rendering pipeline name
  122274. * @param parameters - An object containing all parameters (see above)
  122275. * @param scene The scene linked to this pipeline
  122276. * @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)
  122277. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122278. */
  122279. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  122280. /**
  122281. * Get the class name
  122282. * @returns "LensRenderingPipeline"
  122283. */
  122284. getClassName(): string;
  122285. /**
  122286. * Gets associated scene
  122287. */
  122288. readonly scene: Scene;
  122289. /**
  122290. * Gets or sets the edge blur
  122291. */
  122292. edgeBlur: number;
  122293. /**
  122294. * Gets or sets the grain amount
  122295. */
  122296. grainAmount: number;
  122297. /**
  122298. * Gets or sets the chromatic aberration amount
  122299. */
  122300. chromaticAberration: number;
  122301. /**
  122302. * Gets or sets the depth of field aperture
  122303. */
  122304. dofAperture: number;
  122305. /**
  122306. * Gets or sets the edge distortion
  122307. */
  122308. edgeDistortion: number;
  122309. /**
  122310. * Gets or sets the depth of field distortion
  122311. */
  122312. dofDistortion: number;
  122313. /**
  122314. * Gets or sets the darken out of focus amount
  122315. */
  122316. darkenOutOfFocus: number;
  122317. /**
  122318. * Gets or sets a boolean indicating if blur noise is enabled
  122319. */
  122320. blurNoise: boolean;
  122321. /**
  122322. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  122323. */
  122324. pentagonBokeh: boolean;
  122325. /**
  122326. * Gets or sets the highlight grain amount
  122327. */
  122328. highlightsGain: number;
  122329. /**
  122330. * Gets or sets the highlight threshold
  122331. */
  122332. highlightsThreshold: number;
  122333. /**
  122334. * Sets the amount of blur at the edges
  122335. * @param amount blur amount
  122336. */
  122337. setEdgeBlur(amount: number): void;
  122338. /**
  122339. * Sets edge blur to 0
  122340. */
  122341. disableEdgeBlur(): void;
  122342. /**
  122343. * Sets the amout of grain
  122344. * @param amount Amount of grain
  122345. */
  122346. setGrainAmount(amount: number): void;
  122347. /**
  122348. * Set grain amount to 0
  122349. */
  122350. disableGrain(): void;
  122351. /**
  122352. * Sets the chromatic aberration amount
  122353. * @param amount amount of chromatic aberration
  122354. */
  122355. setChromaticAberration(amount: number): void;
  122356. /**
  122357. * Sets chromatic aberration amount to 0
  122358. */
  122359. disableChromaticAberration(): void;
  122360. /**
  122361. * Sets the EdgeDistortion amount
  122362. * @param amount amount of EdgeDistortion
  122363. */
  122364. setEdgeDistortion(amount: number): void;
  122365. /**
  122366. * Sets edge distortion to 0
  122367. */
  122368. disableEdgeDistortion(): void;
  122369. /**
  122370. * Sets the FocusDistance amount
  122371. * @param amount amount of FocusDistance
  122372. */
  122373. setFocusDistance(amount: number): void;
  122374. /**
  122375. * Disables depth of field
  122376. */
  122377. disableDepthOfField(): void;
  122378. /**
  122379. * Sets the Aperture amount
  122380. * @param amount amount of Aperture
  122381. */
  122382. setAperture(amount: number): void;
  122383. /**
  122384. * Sets the DarkenOutOfFocus amount
  122385. * @param amount amount of DarkenOutOfFocus
  122386. */
  122387. setDarkenOutOfFocus(amount: number): void;
  122388. private _pentagonBokehIsEnabled;
  122389. /**
  122390. * Creates a pentagon bokeh effect
  122391. */
  122392. enablePentagonBokeh(): void;
  122393. /**
  122394. * Disables the pentagon bokeh effect
  122395. */
  122396. disablePentagonBokeh(): void;
  122397. /**
  122398. * Enables noise blur
  122399. */
  122400. enableNoiseBlur(): void;
  122401. /**
  122402. * Disables noise blur
  122403. */
  122404. disableNoiseBlur(): void;
  122405. /**
  122406. * Sets the HighlightsGain amount
  122407. * @param amount amount of HighlightsGain
  122408. */
  122409. setHighlightsGain(amount: number): void;
  122410. /**
  122411. * Sets the HighlightsThreshold amount
  122412. * @param amount amount of HighlightsThreshold
  122413. */
  122414. setHighlightsThreshold(amount: number): void;
  122415. /**
  122416. * Disables highlights
  122417. */
  122418. disableHighlights(): void;
  122419. /**
  122420. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  122421. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  122422. */
  122423. dispose(disableDepthRender?: boolean): void;
  122424. private _createChromaticAberrationPostProcess;
  122425. private _createHighlightsPostProcess;
  122426. private _createDepthOfFieldPostProcess;
  122427. private _createGrainTexture;
  122428. }
  122429. }
  122430. declare module BABYLON {
  122431. /** @hidden */
  122432. export var ssao2PixelShader: {
  122433. name: string;
  122434. shader: string;
  122435. };
  122436. }
  122437. declare module BABYLON {
  122438. /** @hidden */
  122439. export var ssaoCombinePixelShader: {
  122440. name: string;
  122441. shader: string;
  122442. };
  122443. }
  122444. declare module BABYLON {
  122445. /**
  122446. * Render pipeline to produce ssao effect
  122447. */
  122448. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  122449. /**
  122450. * @ignore
  122451. * The PassPostProcess id in the pipeline that contains the original scene color
  122452. */
  122453. SSAOOriginalSceneColorEffect: string;
  122454. /**
  122455. * @ignore
  122456. * The SSAO PostProcess id in the pipeline
  122457. */
  122458. SSAORenderEffect: string;
  122459. /**
  122460. * @ignore
  122461. * The horizontal blur PostProcess id in the pipeline
  122462. */
  122463. SSAOBlurHRenderEffect: string;
  122464. /**
  122465. * @ignore
  122466. * The vertical blur PostProcess id in the pipeline
  122467. */
  122468. SSAOBlurVRenderEffect: string;
  122469. /**
  122470. * @ignore
  122471. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  122472. */
  122473. SSAOCombineRenderEffect: string;
  122474. /**
  122475. * The output strength of the SSAO post-process. Default value is 1.0.
  122476. */
  122477. totalStrength: number;
  122478. /**
  122479. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  122480. */
  122481. maxZ: number;
  122482. /**
  122483. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  122484. */
  122485. minZAspect: number;
  122486. private _samples;
  122487. /**
  122488. * Number of samples used for the SSAO calculations. Default value is 8
  122489. */
  122490. samples: number;
  122491. private _textureSamples;
  122492. /**
  122493. * Number of samples to use for antialiasing
  122494. */
  122495. textureSamples: number;
  122496. /**
  122497. * Ratio object used for SSAO ratio and blur ratio
  122498. */
  122499. private _ratio;
  122500. /**
  122501. * Dynamically generated sphere sampler.
  122502. */
  122503. private _sampleSphere;
  122504. /**
  122505. * Blur filter offsets
  122506. */
  122507. private _samplerOffsets;
  122508. private _expensiveBlur;
  122509. /**
  122510. * If bilateral blur should be used
  122511. */
  122512. expensiveBlur: boolean;
  122513. /**
  122514. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  122515. */
  122516. radius: number;
  122517. /**
  122518. * The base color of the SSAO post-process
  122519. * The final result is "base + ssao" between [0, 1]
  122520. */
  122521. base: number;
  122522. /**
  122523. * Support test.
  122524. */
  122525. static readonly IsSupported: boolean;
  122526. private _scene;
  122527. private _depthTexture;
  122528. private _normalTexture;
  122529. private _randomTexture;
  122530. private _originalColorPostProcess;
  122531. private _ssaoPostProcess;
  122532. private _blurHPostProcess;
  122533. private _blurVPostProcess;
  122534. private _ssaoCombinePostProcess;
  122535. private _firstUpdate;
  122536. /**
  122537. * Gets active scene
  122538. */
  122539. readonly scene: Scene;
  122540. /**
  122541. * @constructor
  122542. * @param name The rendering pipeline name
  122543. * @param scene The scene linked to this pipeline
  122544. * @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 }
  122545. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122546. */
  122547. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  122548. /**
  122549. * Get the class name
  122550. * @returns "SSAO2RenderingPipeline"
  122551. */
  122552. getClassName(): string;
  122553. /**
  122554. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  122555. */
  122556. dispose(disableGeometryBufferRenderer?: boolean): void;
  122557. private _createBlurPostProcess;
  122558. /** @hidden */
  122559. _rebuild(): void;
  122560. private _bits;
  122561. private _radicalInverse_VdC;
  122562. private _hammersley;
  122563. private _hemisphereSample_uniform;
  122564. private _generateHemisphere;
  122565. private _createSSAOPostProcess;
  122566. private _createSSAOCombinePostProcess;
  122567. private _createRandomTexture;
  122568. /**
  122569. * Serialize the rendering pipeline (Used when exporting)
  122570. * @returns the serialized object
  122571. */
  122572. serialize(): any;
  122573. /**
  122574. * Parse the serialized pipeline
  122575. * @param source Source pipeline.
  122576. * @param scene The scene to load the pipeline to.
  122577. * @param rootUrl The URL of the serialized pipeline.
  122578. * @returns An instantiated pipeline from the serialized object.
  122579. */
  122580. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  122581. }
  122582. }
  122583. declare module BABYLON {
  122584. /** @hidden */
  122585. export var ssaoPixelShader: {
  122586. name: string;
  122587. shader: string;
  122588. };
  122589. }
  122590. declare module BABYLON {
  122591. /**
  122592. * Render pipeline to produce ssao effect
  122593. */
  122594. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  122595. /**
  122596. * @ignore
  122597. * The PassPostProcess id in the pipeline that contains the original scene color
  122598. */
  122599. SSAOOriginalSceneColorEffect: string;
  122600. /**
  122601. * @ignore
  122602. * The SSAO PostProcess id in the pipeline
  122603. */
  122604. SSAORenderEffect: string;
  122605. /**
  122606. * @ignore
  122607. * The horizontal blur PostProcess id in the pipeline
  122608. */
  122609. SSAOBlurHRenderEffect: string;
  122610. /**
  122611. * @ignore
  122612. * The vertical blur PostProcess id in the pipeline
  122613. */
  122614. SSAOBlurVRenderEffect: string;
  122615. /**
  122616. * @ignore
  122617. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  122618. */
  122619. SSAOCombineRenderEffect: string;
  122620. /**
  122621. * The output strength of the SSAO post-process. Default value is 1.0.
  122622. */
  122623. totalStrength: number;
  122624. /**
  122625. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  122626. */
  122627. radius: number;
  122628. /**
  122629. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  122630. * Must not be equal to fallOff and superior to fallOff.
  122631. * Default value is 0.0075
  122632. */
  122633. area: number;
  122634. /**
  122635. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  122636. * Must not be equal to area and inferior to area.
  122637. * Default value is 0.000001
  122638. */
  122639. fallOff: number;
  122640. /**
  122641. * The base color of the SSAO post-process
  122642. * The final result is "base + ssao" between [0, 1]
  122643. */
  122644. base: number;
  122645. private _scene;
  122646. private _depthTexture;
  122647. private _randomTexture;
  122648. private _originalColorPostProcess;
  122649. private _ssaoPostProcess;
  122650. private _blurHPostProcess;
  122651. private _blurVPostProcess;
  122652. private _ssaoCombinePostProcess;
  122653. private _firstUpdate;
  122654. /**
  122655. * Gets active scene
  122656. */
  122657. readonly scene: Scene;
  122658. /**
  122659. * @constructor
  122660. * @param name - The rendering pipeline name
  122661. * @param scene - The scene linked to this pipeline
  122662. * @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 }
  122663. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  122664. */
  122665. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  122666. /**
  122667. * Get the class name
  122668. * @returns "SSAORenderingPipeline"
  122669. */
  122670. getClassName(): string;
  122671. /**
  122672. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  122673. */
  122674. dispose(disableDepthRender?: boolean): void;
  122675. private _createBlurPostProcess;
  122676. /** @hidden */
  122677. _rebuild(): void;
  122678. private _createSSAOPostProcess;
  122679. private _createSSAOCombinePostProcess;
  122680. private _createRandomTexture;
  122681. }
  122682. }
  122683. declare module BABYLON {
  122684. /** @hidden */
  122685. export var standardPixelShader: {
  122686. name: string;
  122687. shader: string;
  122688. };
  122689. }
  122690. declare module BABYLON {
  122691. /**
  122692. * Standard rendering pipeline
  122693. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122694. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  122695. */
  122696. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122697. /**
  122698. * Public members
  122699. */
  122700. /**
  122701. * Post-process which contains the original scene color before the pipeline applies all the effects
  122702. */
  122703. originalPostProcess: Nullable<PostProcess>;
  122704. /**
  122705. * Post-process used to down scale an image x4
  122706. */
  122707. downSampleX4PostProcess: Nullable<PostProcess>;
  122708. /**
  122709. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  122710. */
  122711. brightPassPostProcess: Nullable<PostProcess>;
  122712. /**
  122713. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  122714. */
  122715. blurHPostProcesses: PostProcess[];
  122716. /**
  122717. * Post-process array storing all the vertical blur post-processes used by the pipeline
  122718. */
  122719. blurVPostProcesses: PostProcess[];
  122720. /**
  122721. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  122722. */
  122723. textureAdderPostProcess: Nullable<PostProcess>;
  122724. /**
  122725. * Post-process used to create volumetric lighting effect
  122726. */
  122727. volumetricLightPostProcess: Nullable<PostProcess>;
  122728. /**
  122729. * Post-process used to smooth the previous volumetric light post-process on the X axis
  122730. */
  122731. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  122732. /**
  122733. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  122734. */
  122735. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  122736. /**
  122737. * Post-process used to merge the volumetric light effect and the real scene color
  122738. */
  122739. volumetricLightMergePostProces: Nullable<PostProcess>;
  122740. /**
  122741. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  122742. */
  122743. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  122744. /**
  122745. * Base post-process used to calculate the average luminance of the final image for HDR
  122746. */
  122747. luminancePostProcess: Nullable<PostProcess>;
  122748. /**
  122749. * Post-processes used to create down sample post-processes in order to get
  122750. * the average luminance of the final image for HDR
  122751. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  122752. */
  122753. luminanceDownSamplePostProcesses: PostProcess[];
  122754. /**
  122755. * Post-process used to create a HDR effect (light adaptation)
  122756. */
  122757. hdrPostProcess: Nullable<PostProcess>;
  122758. /**
  122759. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  122760. */
  122761. textureAdderFinalPostProcess: Nullable<PostProcess>;
  122762. /**
  122763. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  122764. */
  122765. lensFlareFinalPostProcess: Nullable<PostProcess>;
  122766. /**
  122767. * Post-process used to merge the final HDR post-process and the real scene color
  122768. */
  122769. hdrFinalPostProcess: Nullable<PostProcess>;
  122770. /**
  122771. * Post-process used to create a lens flare effect
  122772. */
  122773. lensFlarePostProcess: Nullable<PostProcess>;
  122774. /**
  122775. * Post-process that merges the result of the lens flare post-process and the real scene color
  122776. */
  122777. lensFlareComposePostProcess: Nullable<PostProcess>;
  122778. /**
  122779. * Post-process used to create a motion blur effect
  122780. */
  122781. motionBlurPostProcess: Nullable<PostProcess>;
  122782. /**
  122783. * Post-process used to create a depth of field effect
  122784. */
  122785. depthOfFieldPostProcess: Nullable<PostProcess>;
  122786. /**
  122787. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122788. */
  122789. fxaaPostProcess: Nullable<FxaaPostProcess>;
  122790. /**
  122791. * Represents the brightness threshold in order to configure the illuminated surfaces
  122792. */
  122793. brightThreshold: number;
  122794. /**
  122795. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  122796. */
  122797. blurWidth: number;
  122798. /**
  122799. * Sets if the blur for highlighted surfaces must be only horizontal
  122800. */
  122801. horizontalBlur: boolean;
  122802. /**
  122803. * Gets the overall exposure used by the pipeline
  122804. */
  122805. /**
  122806. * Sets the overall exposure used by the pipeline
  122807. */
  122808. exposure: number;
  122809. /**
  122810. * Texture used typically to simulate "dirty" on camera lens
  122811. */
  122812. lensTexture: Nullable<Texture>;
  122813. /**
  122814. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  122815. */
  122816. volumetricLightCoefficient: number;
  122817. /**
  122818. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  122819. */
  122820. volumetricLightPower: number;
  122821. /**
  122822. * Used the set the blur intensity to smooth the volumetric lights
  122823. */
  122824. volumetricLightBlurScale: number;
  122825. /**
  122826. * Light (spot or directional) used to generate the volumetric lights rays
  122827. * The source light must have a shadow generate so the pipeline can get its
  122828. * depth map
  122829. */
  122830. sourceLight: Nullable<SpotLight | DirectionalLight>;
  122831. /**
  122832. * For eye adaptation, represents the minimum luminance the eye can see
  122833. */
  122834. hdrMinimumLuminance: number;
  122835. /**
  122836. * For eye adaptation, represents the decrease luminance speed
  122837. */
  122838. hdrDecreaseRate: number;
  122839. /**
  122840. * For eye adaptation, represents the increase luminance speed
  122841. */
  122842. hdrIncreaseRate: number;
  122843. /**
  122844. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  122845. */
  122846. /**
  122847. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  122848. */
  122849. hdrAutoExposure: boolean;
  122850. /**
  122851. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  122852. */
  122853. lensColorTexture: Nullable<Texture>;
  122854. /**
  122855. * The overall strengh for the lens flare effect
  122856. */
  122857. lensFlareStrength: number;
  122858. /**
  122859. * Dispersion coefficient for lens flare ghosts
  122860. */
  122861. lensFlareGhostDispersal: number;
  122862. /**
  122863. * Main lens flare halo width
  122864. */
  122865. lensFlareHaloWidth: number;
  122866. /**
  122867. * Based on the lens distortion effect, defines how much the lens flare result
  122868. * is distorted
  122869. */
  122870. lensFlareDistortionStrength: number;
  122871. /**
  122872. * Lens star texture must be used to simulate rays on the flares and is available
  122873. * in the documentation
  122874. */
  122875. lensStarTexture: Nullable<Texture>;
  122876. /**
  122877. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  122878. * flare effect by taking account of the dirt texture
  122879. */
  122880. lensFlareDirtTexture: Nullable<Texture>;
  122881. /**
  122882. * Represents the focal length for the depth of field effect
  122883. */
  122884. depthOfFieldDistance: number;
  122885. /**
  122886. * Represents the blur intensity for the blurred part of the depth of field effect
  122887. */
  122888. depthOfFieldBlurWidth: number;
  122889. /**
  122890. * Gets how much the image is blurred by the movement while using the motion blur post-process
  122891. */
  122892. /**
  122893. * Sets how much the image is blurred by the movement while using the motion blur post-process
  122894. */
  122895. motionStrength: number;
  122896. /**
  122897. * Gets wether or not the motion blur post-process is object based or screen based.
  122898. */
  122899. /**
  122900. * Sets wether or not the motion blur post-process should be object based or screen based
  122901. */
  122902. objectBasedMotionBlur: boolean;
  122903. /**
  122904. * List of animations for the pipeline (IAnimatable implementation)
  122905. */
  122906. animations: Animation[];
  122907. /**
  122908. * Private members
  122909. */
  122910. private _scene;
  122911. private _currentDepthOfFieldSource;
  122912. private _basePostProcess;
  122913. private _fixedExposure;
  122914. private _currentExposure;
  122915. private _hdrAutoExposure;
  122916. private _hdrCurrentLuminance;
  122917. private _motionStrength;
  122918. private _isObjectBasedMotionBlur;
  122919. private _floatTextureType;
  122920. private _ratio;
  122921. private _bloomEnabled;
  122922. private _depthOfFieldEnabled;
  122923. private _vlsEnabled;
  122924. private _lensFlareEnabled;
  122925. private _hdrEnabled;
  122926. private _motionBlurEnabled;
  122927. private _fxaaEnabled;
  122928. private _motionBlurSamples;
  122929. private _volumetricLightStepsCount;
  122930. private _samples;
  122931. /**
  122932. * @ignore
  122933. * Specifies if the bloom pipeline is enabled
  122934. */
  122935. BloomEnabled: boolean;
  122936. /**
  122937. * @ignore
  122938. * Specifies if the depth of field pipeline is enabed
  122939. */
  122940. DepthOfFieldEnabled: boolean;
  122941. /**
  122942. * @ignore
  122943. * Specifies if the lens flare pipeline is enabed
  122944. */
  122945. LensFlareEnabled: boolean;
  122946. /**
  122947. * @ignore
  122948. * Specifies if the HDR pipeline is enabled
  122949. */
  122950. HDREnabled: boolean;
  122951. /**
  122952. * @ignore
  122953. * Specifies if the volumetric lights scattering effect is enabled
  122954. */
  122955. VLSEnabled: boolean;
  122956. /**
  122957. * @ignore
  122958. * Specifies if the motion blur effect is enabled
  122959. */
  122960. MotionBlurEnabled: boolean;
  122961. /**
  122962. * Specifies if anti-aliasing is enabled
  122963. */
  122964. fxaaEnabled: boolean;
  122965. /**
  122966. * Specifies the number of steps used to calculate the volumetric lights
  122967. * Typically in interval [50, 200]
  122968. */
  122969. volumetricLightStepsCount: number;
  122970. /**
  122971. * Specifies the number of samples used for the motion blur effect
  122972. * Typically in interval [16, 64]
  122973. */
  122974. motionBlurSamples: number;
  122975. /**
  122976. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122977. */
  122978. samples: number;
  122979. /**
  122980. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122981. * @constructor
  122982. * @param name The rendering pipeline name
  122983. * @param scene The scene linked to this pipeline
  122984. * @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)
  122985. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  122986. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122987. */
  122988. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  122989. private _buildPipeline;
  122990. private _createDownSampleX4PostProcess;
  122991. private _createBrightPassPostProcess;
  122992. private _createBlurPostProcesses;
  122993. private _createTextureAdderPostProcess;
  122994. private _createVolumetricLightPostProcess;
  122995. private _createLuminancePostProcesses;
  122996. private _createHdrPostProcess;
  122997. private _createLensFlarePostProcess;
  122998. private _createDepthOfFieldPostProcess;
  122999. private _createMotionBlurPostProcess;
  123000. private _getDepthTexture;
  123001. private _disposePostProcesses;
  123002. /**
  123003. * Dispose of the pipeline and stop all post processes
  123004. */
  123005. dispose(): void;
  123006. /**
  123007. * Serialize the rendering pipeline (Used when exporting)
  123008. * @returns the serialized object
  123009. */
  123010. serialize(): any;
  123011. /**
  123012. * Parse the serialized pipeline
  123013. * @param source Source pipeline.
  123014. * @param scene The scene to load the pipeline to.
  123015. * @param rootUrl The URL of the serialized pipeline.
  123016. * @returns An instantiated pipeline from the serialized object.
  123017. */
  123018. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  123019. /**
  123020. * Luminance steps
  123021. */
  123022. static LuminanceSteps: number;
  123023. }
  123024. }
  123025. declare module BABYLON {
  123026. /** @hidden */
  123027. export var tonemapPixelShader: {
  123028. name: string;
  123029. shader: string;
  123030. };
  123031. }
  123032. declare module BABYLON {
  123033. /** Defines operator used for tonemapping */
  123034. export enum TonemappingOperator {
  123035. /** Hable */
  123036. Hable = 0,
  123037. /** Reinhard */
  123038. Reinhard = 1,
  123039. /** HejiDawson */
  123040. HejiDawson = 2,
  123041. /** Photographic */
  123042. Photographic = 3
  123043. }
  123044. /**
  123045. * Defines a post process to apply tone mapping
  123046. */
  123047. export class TonemapPostProcess extends PostProcess {
  123048. private _operator;
  123049. /** Defines the required exposure adjustement */
  123050. exposureAdjustment: number;
  123051. /**
  123052. * Creates a new TonemapPostProcess
  123053. * @param name defines the name of the postprocess
  123054. * @param _operator defines the operator to use
  123055. * @param exposureAdjustment defines the required exposure adjustement
  123056. * @param camera defines the camera to use (can be null)
  123057. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  123058. * @param engine defines the hosting engine (can be ignore if camera is set)
  123059. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  123060. */
  123061. constructor(name: string, _operator: TonemappingOperator,
  123062. /** Defines the required exposure adjustement */
  123063. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  123064. }
  123065. }
  123066. declare module BABYLON {
  123067. /** @hidden */
  123068. export var depthVertexShader: {
  123069. name: string;
  123070. shader: string;
  123071. };
  123072. }
  123073. declare module BABYLON {
  123074. /** @hidden */
  123075. export var volumetricLightScatteringPixelShader: {
  123076. name: string;
  123077. shader: string;
  123078. };
  123079. }
  123080. declare module BABYLON {
  123081. /** @hidden */
  123082. export var volumetricLightScatteringPassVertexShader: {
  123083. name: string;
  123084. shader: string;
  123085. };
  123086. }
  123087. declare module BABYLON {
  123088. /** @hidden */
  123089. export var volumetricLightScatteringPassPixelShader: {
  123090. name: string;
  123091. shader: string;
  123092. };
  123093. }
  123094. declare module BABYLON {
  123095. /**
  123096. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  123097. */
  123098. export class VolumetricLightScatteringPostProcess extends PostProcess {
  123099. private _volumetricLightScatteringPass;
  123100. private _volumetricLightScatteringRTT;
  123101. private _viewPort;
  123102. private _screenCoordinates;
  123103. private _cachedDefines;
  123104. /**
  123105. * If not undefined, the mesh position is computed from the attached node position
  123106. */
  123107. attachedNode: {
  123108. position: Vector3;
  123109. };
  123110. /**
  123111. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  123112. */
  123113. customMeshPosition: Vector3;
  123114. /**
  123115. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  123116. */
  123117. useCustomMeshPosition: boolean;
  123118. /**
  123119. * If the post-process should inverse the light scattering direction
  123120. */
  123121. invert: boolean;
  123122. /**
  123123. * The internal mesh used by the post-process
  123124. */
  123125. mesh: Mesh;
  123126. /**
  123127. * @hidden
  123128. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  123129. */
  123130. useDiffuseColor: boolean;
  123131. /**
  123132. * Array containing the excluded meshes not rendered in the internal pass
  123133. */
  123134. excludedMeshes: AbstractMesh[];
  123135. /**
  123136. * Controls the overall intensity of the post-process
  123137. */
  123138. exposure: number;
  123139. /**
  123140. * Dissipates each sample's contribution in range [0, 1]
  123141. */
  123142. decay: number;
  123143. /**
  123144. * Controls the overall intensity of each sample
  123145. */
  123146. weight: number;
  123147. /**
  123148. * Controls the density of each sample
  123149. */
  123150. density: number;
  123151. /**
  123152. * @constructor
  123153. * @param name The post-process name
  123154. * @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)
  123155. * @param camera The camera that the post-process will be attached to
  123156. * @param mesh The mesh used to create the light scattering
  123157. * @param samples The post-process quality, default 100
  123158. * @param samplingModeThe post-process filtering mode
  123159. * @param engine The babylon engine
  123160. * @param reusable If the post-process is reusable
  123161. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  123162. */
  123163. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  123164. /**
  123165. * Returns the string "VolumetricLightScatteringPostProcess"
  123166. * @returns "VolumetricLightScatteringPostProcess"
  123167. */
  123168. getClassName(): string;
  123169. private _isReady;
  123170. /**
  123171. * Sets the new light position for light scattering effect
  123172. * @param position The new custom light position
  123173. */
  123174. setCustomMeshPosition(position: Vector3): void;
  123175. /**
  123176. * Returns the light position for light scattering effect
  123177. * @return Vector3 The custom light position
  123178. */
  123179. getCustomMeshPosition(): Vector3;
  123180. /**
  123181. * Disposes the internal assets and detaches the post-process from the camera
  123182. */
  123183. dispose(camera: Camera): void;
  123184. /**
  123185. * Returns the render target texture used by the post-process
  123186. * @return the render target texture used by the post-process
  123187. */
  123188. getPass(): RenderTargetTexture;
  123189. private _meshExcluded;
  123190. private _createPass;
  123191. private _updateMeshScreenCoordinates;
  123192. /**
  123193. * Creates a default mesh for the Volumeric Light Scattering post-process
  123194. * @param name The mesh name
  123195. * @param scene The scene where to create the mesh
  123196. * @return the default mesh
  123197. */
  123198. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  123199. }
  123200. }
  123201. declare module BABYLON {
  123202. interface Scene {
  123203. /** @hidden (Backing field) */
  123204. _boundingBoxRenderer: BoundingBoxRenderer;
  123205. /** @hidden (Backing field) */
  123206. _forceShowBoundingBoxes: boolean;
  123207. /**
  123208. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  123209. */
  123210. forceShowBoundingBoxes: boolean;
  123211. /**
  123212. * Gets the bounding box renderer associated with the scene
  123213. * @returns a BoundingBoxRenderer
  123214. */
  123215. getBoundingBoxRenderer(): BoundingBoxRenderer;
  123216. }
  123217. interface AbstractMesh {
  123218. /** @hidden (Backing field) */
  123219. _showBoundingBox: boolean;
  123220. /**
  123221. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  123222. */
  123223. showBoundingBox: boolean;
  123224. }
  123225. /**
  123226. * Component responsible of rendering the bounding box of the meshes in a scene.
  123227. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  123228. */
  123229. export class BoundingBoxRenderer implements ISceneComponent {
  123230. /**
  123231. * The component name helpfull to identify the component in the list of scene components.
  123232. */
  123233. readonly name: string;
  123234. /**
  123235. * The scene the component belongs to.
  123236. */
  123237. scene: Scene;
  123238. /**
  123239. * Color of the bounding box lines placed in front of an object
  123240. */
  123241. frontColor: Color3;
  123242. /**
  123243. * Color of the bounding box lines placed behind an object
  123244. */
  123245. backColor: Color3;
  123246. /**
  123247. * Defines if the renderer should show the back lines or not
  123248. */
  123249. showBackLines: boolean;
  123250. /**
  123251. * @hidden
  123252. */
  123253. renderList: SmartArray<BoundingBox>;
  123254. private _colorShader;
  123255. private _vertexBuffers;
  123256. private _indexBuffer;
  123257. private _fillIndexBuffer;
  123258. private _fillIndexData;
  123259. /**
  123260. * Instantiates a new bounding box renderer in a scene.
  123261. * @param scene the scene the renderer renders in
  123262. */
  123263. constructor(scene: Scene);
  123264. /**
  123265. * Registers the component in a given scene
  123266. */
  123267. register(): void;
  123268. private _evaluateSubMesh;
  123269. private _activeMesh;
  123270. private _prepareRessources;
  123271. private _createIndexBuffer;
  123272. /**
  123273. * Rebuilds the elements related to this component in case of
  123274. * context lost for instance.
  123275. */
  123276. rebuild(): void;
  123277. /**
  123278. * @hidden
  123279. */
  123280. reset(): void;
  123281. /**
  123282. * Render the bounding boxes of a specific rendering group
  123283. * @param renderingGroupId defines the rendering group to render
  123284. */
  123285. render(renderingGroupId: number): void;
  123286. /**
  123287. * In case of occlusion queries, we can render the occlusion bounding box through this method
  123288. * @param mesh Define the mesh to render the occlusion bounding box for
  123289. */
  123290. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  123291. /**
  123292. * Dispose and release the resources attached to this renderer.
  123293. */
  123294. dispose(): void;
  123295. }
  123296. }
  123297. declare module BABYLON {
  123298. /** @hidden */
  123299. export var depthPixelShader: {
  123300. name: string;
  123301. shader: string;
  123302. };
  123303. }
  123304. declare module BABYLON {
  123305. /**
  123306. * This represents a depth renderer in Babylon.
  123307. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  123308. */
  123309. export class DepthRenderer {
  123310. private _scene;
  123311. private _depthMap;
  123312. private _effect;
  123313. private readonly _storeNonLinearDepth;
  123314. private readonly _clearColor;
  123315. /** Get if the depth renderer is using packed depth or not */
  123316. readonly isPacked: boolean;
  123317. private _cachedDefines;
  123318. private _camera;
  123319. /**
  123320. * Specifiess that the depth renderer will only be used within
  123321. * the camera it is created for.
  123322. * This can help forcing its rendering during the camera processing.
  123323. */
  123324. useOnlyInActiveCamera: boolean;
  123325. /** @hidden */
  123326. static _SceneComponentInitialization: (scene: Scene) => void;
  123327. /**
  123328. * Instantiates a depth renderer
  123329. * @param scene The scene the renderer belongs to
  123330. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  123331. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  123332. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  123333. */
  123334. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  123335. /**
  123336. * Creates the depth rendering effect and checks if the effect is ready.
  123337. * @param subMesh The submesh to be used to render the depth map of
  123338. * @param useInstances If multiple world instances should be used
  123339. * @returns if the depth renderer is ready to render the depth map
  123340. */
  123341. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  123342. /**
  123343. * Gets the texture which the depth map will be written to.
  123344. * @returns The depth map texture
  123345. */
  123346. getDepthMap(): RenderTargetTexture;
  123347. /**
  123348. * Disposes of the depth renderer.
  123349. */
  123350. dispose(): void;
  123351. }
  123352. }
  123353. declare module BABYLON {
  123354. interface Scene {
  123355. /** @hidden (Backing field) */
  123356. _depthRenderer: {
  123357. [id: string]: DepthRenderer;
  123358. };
  123359. /**
  123360. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  123361. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  123362. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  123363. * @returns the created depth renderer
  123364. */
  123365. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  123366. /**
  123367. * Disables a depth renderer for a given camera
  123368. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  123369. */
  123370. disableDepthRenderer(camera?: Nullable<Camera>): void;
  123371. }
  123372. /**
  123373. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  123374. * in several rendering techniques.
  123375. */
  123376. export class DepthRendererSceneComponent implements ISceneComponent {
  123377. /**
  123378. * The component name helpfull to identify the component in the list of scene components.
  123379. */
  123380. readonly name: string;
  123381. /**
  123382. * The scene the component belongs to.
  123383. */
  123384. scene: Scene;
  123385. /**
  123386. * Creates a new instance of the component for the given scene
  123387. * @param scene Defines the scene to register the component in
  123388. */
  123389. constructor(scene: Scene);
  123390. /**
  123391. * Registers the component in a given scene
  123392. */
  123393. register(): void;
  123394. /**
  123395. * Rebuilds the elements related to this component in case of
  123396. * context lost for instance.
  123397. */
  123398. rebuild(): void;
  123399. /**
  123400. * Disposes the component and the associated ressources
  123401. */
  123402. dispose(): void;
  123403. private _gatherRenderTargets;
  123404. private _gatherActiveCameraRenderTargets;
  123405. }
  123406. }
  123407. declare module BABYLON {
  123408. /** @hidden */
  123409. export var outlinePixelShader: {
  123410. name: string;
  123411. shader: string;
  123412. };
  123413. }
  123414. declare module BABYLON {
  123415. /** @hidden */
  123416. export var outlineVertexShader: {
  123417. name: string;
  123418. shader: string;
  123419. };
  123420. }
  123421. declare module BABYLON {
  123422. interface Scene {
  123423. /** @hidden */
  123424. _outlineRenderer: OutlineRenderer;
  123425. /**
  123426. * Gets the outline renderer associated with the scene
  123427. * @returns a OutlineRenderer
  123428. */
  123429. getOutlineRenderer(): OutlineRenderer;
  123430. }
  123431. interface AbstractMesh {
  123432. /** @hidden (Backing field) */
  123433. _renderOutline: boolean;
  123434. /**
  123435. * Gets or sets a boolean indicating if the outline must be rendered as well
  123436. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  123437. */
  123438. renderOutline: boolean;
  123439. /** @hidden (Backing field) */
  123440. _renderOverlay: boolean;
  123441. /**
  123442. * Gets or sets a boolean indicating if the overlay must be rendered as well
  123443. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  123444. */
  123445. renderOverlay: boolean;
  123446. }
  123447. /**
  123448. * This class is responsible to draw bothe outline/overlay of meshes.
  123449. * It should not be used directly but through the available method on mesh.
  123450. */
  123451. export class OutlineRenderer implements ISceneComponent {
  123452. /**
  123453. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  123454. */
  123455. private static _StencilReference;
  123456. /**
  123457. * The name of the component. Each component must have a unique name.
  123458. */
  123459. name: string;
  123460. /**
  123461. * The scene the component belongs to.
  123462. */
  123463. scene: Scene;
  123464. /**
  123465. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  123466. */
  123467. zOffset: number;
  123468. private _engine;
  123469. private _effect;
  123470. private _cachedDefines;
  123471. private _savedDepthWrite;
  123472. /**
  123473. * Instantiates a new outline renderer. (There could be only one per scene).
  123474. * @param scene Defines the scene it belongs to
  123475. */
  123476. constructor(scene: Scene);
  123477. /**
  123478. * Register the component to one instance of a scene.
  123479. */
  123480. register(): void;
  123481. /**
  123482. * Rebuilds the elements related to this component in case of
  123483. * context lost for instance.
  123484. */
  123485. rebuild(): void;
  123486. /**
  123487. * Disposes the component and the associated ressources.
  123488. */
  123489. dispose(): void;
  123490. /**
  123491. * Renders the outline in the canvas.
  123492. * @param subMesh Defines the sumesh to render
  123493. * @param batch Defines the batch of meshes in case of instances
  123494. * @param useOverlay Defines if the rendering is for the overlay or the outline
  123495. */
  123496. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  123497. /**
  123498. * Returns whether or not the outline renderer is ready for a given submesh.
  123499. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  123500. * @param subMesh Defines the submesh to check readyness for
  123501. * @param useInstances Defines wheter wee are trying to render instances or not
  123502. * @returns true if ready otherwise false
  123503. */
  123504. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  123505. private _beforeRenderingMesh;
  123506. private _afterRenderingMesh;
  123507. }
  123508. }
  123509. declare module BABYLON {
  123510. /**
  123511. * Defines the list of states available for a task inside a AssetsManager
  123512. */
  123513. export enum AssetTaskState {
  123514. /**
  123515. * Initialization
  123516. */
  123517. INIT = 0,
  123518. /**
  123519. * Running
  123520. */
  123521. RUNNING = 1,
  123522. /**
  123523. * Done
  123524. */
  123525. DONE = 2,
  123526. /**
  123527. * Error
  123528. */
  123529. ERROR = 3
  123530. }
  123531. /**
  123532. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  123533. */
  123534. export abstract class AbstractAssetTask {
  123535. /**
  123536. * Task name
  123537. */ name: string;
  123538. /**
  123539. * Callback called when the task is successful
  123540. */
  123541. onSuccess: (task: any) => void;
  123542. /**
  123543. * Callback called when the task is not successful
  123544. */
  123545. onError: (task: any, message?: string, exception?: any) => void;
  123546. /**
  123547. * Creates a new AssetsManager
  123548. * @param name defines the name of the task
  123549. */
  123550. constructor(
  123551. /**
  123552. * Task name
  123553. */ name: string);
  123554. private _isCompleted;
  123555. private _taskState;
  123556. private _errorObject;
  123557. /**
  123558. * Get if the task is completed
  123559. */
  123560. readonly isCompleted: boolean;
  123561. /**
  123562. * Gets the current state of the task
  123563. */
  123564. readonly taskState: AssetTaskState;
  123565. /**
  123566. * Gets the current error object (if task is in error)
  123567. */
  123568. readonly errorObject: {
  123569. message?: string;
  123570. exception?: any;
  123571. };
  123572. /**
  123573. * Internal only
  123574. * @hidden
  123575. */
  123576. _setErrorObject(message?: string, exception?: any): void;
  123577. /**
  123578. * Execute the current task
  123579. * @param scene defines the scene where you want your assets to be loaded
  123580. * @param onSuccess is a callback called when the task is successfully executed
  123581. * @param onError is a callback called if an error occurs
  123582. */
  123583. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123584. /**
  123585. * Execute the current task
  123586. * @param scene defines the scene where you want your assets to be loaded
  123587. * @param onSuccess is a callback called when the task is successfully executed
  123588. * @param onError is a callback called if an error occurs
  123589. */
  123590. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123591. /**
  123592. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  123593. * This can be used with failed tasks that have the reason for failure fixed.
  123594. */
  123595. reset(): void;
  123596. private onErrorCallback;
  123597. private onDoneCallback;
  123598. }
  123599. /**
  123600. * Define the interface used by progress events raised during assets loading
  123601. */
  123602. export interface IAssetsProgressEvent {
  123603. /**
  123604. * Defines the number of remaining tasks to process
  123605. */
  123606. remainingCount: number;
  123607. /**
  123608. * Defines the total number of tasks
  123609. */
  123610. totalCount: number;
  123611. /**
  123612. * Defines the task that was just processed
  123613. */
  123614. task: AbstractAssetTask;
  123615. }
  123616. /**
  123617. * Class used to share progress information about assets loading
  123618. */
  123619. export class AssetsProgressEvent implements IAssetsProgressEvent {
  123620. /**
  123621. * Defines the number of remaining tasks to process
  123622. */
  123623. remainingCount: number;
  123624. /**
  123625. * Defines the total number of tasks
  123626. */
  123627. totalCount: number;
  123628. /**
  123629. * Defines the task that was just processed
  123630. */
  123631. task: AbstractAssetTask;
  123632. /**
  123633. * Creates a AssetsProgressEvent
  123634. * @param remainingCount defines the number of remaining tasks to process
  123635. * @param totalCount defines the total number of tasks
  123636. * @param task defines the task that was just processed
  123637. */
  123638. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  123639. }
  123640. /**
  123641. * Define a task used by AssetsManager to load meshes
  123642. */
  123643. export class MeshAssetTask extends AbstractAssetTask {
  123644. /**
  123645. * Defines the name of the task
  123646. */
  123647. name: string;
  123648. /**
  123649. * Defines the list of mesh's names you want to load
  123650. */
  123651. meshesNames: any;
  123652. /**
  123653. * Defines the root url to use as a base to load your meshes and associated resources
  123654. */
  123655. rootUrl: string;
  123656. /**
  123657. * Defines the filename of the scene to load from
  123658. */
  123659. sceneFilename: string;
  123660. /**
  123661. * Gets the list of loaded meshes
  123662. */
  123663. loadedMeshes: Array<AbstractMesh>;
  123664. /**
  123665. * Gets the list of loaded particle systems
  123666. */
  123667. loadedParticleSystems: Array<IParticleSystem>;
  123668. /**
  123669. * Gets the list of loaded skeletons
  123670. */
  123671. loadedSkeletons: Array<Skeleton>;
  123672. /**
  123673. * Gets the list of loaded animation groups
  123674. */
  123675. loadedAnimationGroups: Array<AnimationGroup>;
  123676. /**
  123677. * Callback called when the task is successful
  123678. */
  123679. onSuccess: (task: MeshAssetTask) => void;
  123680. /**
  123681. * Callback called when the task is successful
  123682. */
  123683. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  123684. /**
  123685. * Creates a new MeshAssetTask
  123686. * @param name defines the name of the task
  123687. * @param meshesNames defines the list of mesh's names you want to load
  123688. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  123689. * @param sceneFilename defines the filename of the scene to load from
  123690. */
  123691. constructor(
  123692. /**
  123693. * Defines the name of the task
  123694. */
  123695. name: string,
  123696. /**
  123697. * Defines the list of mesh's names you want to load
  123698. */
  123699. meshesNames: any,
  123700. /**
  123701. * Defines the root url to use as a base to load your meshes and associated resources
  123702. */
  123703. rootUrl: string,
  123704. /**
  123705. * Defines the filename of the scene to load from
  123706. */
  123707. sceneFilename: string);
  123708. /**
  123709. * Execute the current task
  123710. * @param scene defines the scene where you want your assets to be loaded
  123711. * @param onSuccess is a callback called when the task is successfully executed
  123712. * @param onError is a callback called if an error occurs
  123713. */
  123714. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123715. }
  123716. /**
  123717. * Define a task used by AssetsManager to load text content
  123718. */
  123719. export class TextFileAssetTask extends AbstractAssetTask {
  123720. /**
  123721. * Defines the name of the task
  123722. */
  123723. name: string;
  123724. /**
  123725. * Defines the location of the file to load
  123726. */
  123727. url: string;
  123728. /**
  123729. * Gets the loaded text string
  123730. */
  123731. text: string;
  123732. /**
  123733. * Callback called when the task is successful
  123734. */
  123735. onSuccess: (task: TextFileAssetTask) => void;
  123736. /**
  123737. * Callback called when the task is successful
  123738. */
  123739. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  123740. /**
  123741. * Creates a new TextFileAssetTask object
  123742. * @param name defines the name of the task
  123743. * @param url defines the location of the file to load
  123744. */
  123745. constructor(
  123746. /**
  123747. * Defines the name of the task
  123748. */
  123749. name: string,
  123750. /**
  123751. * Defines the location of the file to load
  123752. */
  123753. url: string);
  123754. /**
  123755. * Execute the current task
  123756. * @param scene defines the scene where you want your assets to be loaded
  123757. * @param onSuccess is a callback called when the task is successfully executed
  123758. * @param onError is a callback called if an error occurs
  123759. */
  123760. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123761. }
  123762. /**
  123763. * Define a task used by AssetsManager to load binary data
  123764. */
  123765. export class BinaryFileAssetTask extends AbstractAssetTask {
  123766. /**
  123767. * Defines the name of the task
  123768. */
  123769. name: string;
  123770. /**
  123771. * Defines the location of the file to load
  123772. */
  123773. url: string;
  123774. /**
  123775. * Gets the lodaded data (as an array buffer)
  123776. */
  123777. data: ArrayBuffer;
  123778. /**
  123779. * Callback called when the task is successful
  123780. */
  123781. onSuccess: (task: BinaryFileAssetTask) => void;
  123782. /**
  123783. * Callback called when the task is successful
  123784. */
  123785. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  123786. /**
  123787. * Creates a new BinaryFileAssetTask object
  123788. * @param name defines the name of the new task
  123789. * @param url defines the location of the file to load
  123790. */
  123791. constructor(
  123792. /**
  123793. * Defines the name of the task
  123794. */
  123795. name: string,
  123796. /**
  123797. * Defines the location of the file to load
  123798. */
  123799. url: string);
  123800. /**
  123801. * Execute the current task
  123802. * @param scene defines the scene where you want your assets to be loaded
  123803. * @param onSuccess is a callback called when the task is successfully executed
  123804. * @param onError is a callback called if an error occurs
  123805. */
  123806. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123807. }
  123808. /**
  123809. * Define a task used by AssetsManager to load images
  123810. */
  123811. export class ImageAssetTask extends AbstractAssetTask {
  123812. /**
  123813. * Defines the name of the task
  123814. */
  123815. name: string;
  123816. /**
  123817. * Defines the location of the image to load
  123818. */
  123819. url: string;
  123820. /**
  123821. * Gets the loaded images
  123822. */
  123823. image: HTMLImageElement;
  123824. /**
  123825. * Callback called when the task is successful
  123826. */
  123827. onSuccess: (task: ImageAssetTask) => void;
  123828. /**
  123829. * Callback called when the task is successful
  123830. */
  123831. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  123832. /**
  123833. * Creates a new ImageAssetTask
  123834. * @param name defines the name of the task
  123835. * @param url defines the location of the image to load
  123836. */
  123837. constructor(
  123838. /**
  123839. * Defines the name of the task
  123840. */
  123841. name: string,
  123842. /**
  123843. * Defines the location of the image to load
  123844. */
  123845. url: string);
  123846. /**
  123847. * Execute the current task
  123848. * @param scene defines the scene where you want your assets to be loaded
  123849. * @param onSuccess is a callback called when the task is successfully executed
  123850. * @param onError is a callback called if an error occurs
  123851. */
  123852. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123853. }
  123854. /**
  123855. * Defines the interface used by texture loading tasks
  123856. */
  123857. export interface ITextureAssetTask<TEX extends BaseTexture> {
  123858. /**
  123859. * Gets the loaded texture
  123860. */
  123861. texture: TEX;
  123862. }
  123863. /**
  123864. * Define a task used by AssetsManager to load 2D textures
  123865. */
  123866. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  123867. /**
  123868. * Defines the name of the task
  123869. */
  123870. name: string;
  123871. /**
  123872. * Defines the location of the file to load
  123873. */
  123874. url: string;
  123875. /**
  123876. * Defines if mipmap should not be generated (default is false)
  123877. */
  123878. noMipmap?: boolean | undefined;
  123879. /**
  123880. * Defines if texture must be inverted on Y axis (default is false)
  123881. */
  123882. invertY?: boolean | undefined;
  123883. /**
  123884. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123885. */
  123886. samplingMode: number;
  123887. /**
  123888. * Gets the loaded texture
  123889. */
  123890. texture: Texture;
  123891. /**
  123892. * Callback called when the task is successful
  123893. */
  123894. onSuccess: (task: TextureAssetTask) => void;
  123895. /**
  123896. * Callback called when the task is successful
  123897. */
  123898. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  123899. /**
  123900. * Creates a new TextureAssetTask object
  123901. * @param name defines the name of the task
  123902. * @param url defines the location of the file to load
  123903. * @param noMipmap defines if mipmap should not be generated (default is false)
  123904. * @param invertY defines if texture must be inverted on Y axis (default is false)
  123905. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123906. */
  123907. constructor(
  123908. /**
  123909. * Defines the name of the task
  123910. */
  123911. name: string,
  123912. /**
  123913. * Defines the location of the file to load
  123914. */
  123915. url: string,
  123916. /**
  123917. * Defines if mipmap should not be generated (default is false)
  123918. */
  123919. noMipmap?: boolean | undefined,
  123920. /**
  123921. * Defines if texture must be inverted on Y axis (default is false)
  123922. */
  123923. invertY?: boolean | undefined,
  123924. /**
  123925. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123926. */
  123927. samplingMode?: number);
  123928. /**
  123929. * Execute the current task
  123930. * @param scene defines the scene where you want your assets to be loaded
  123931. * @param onSuccess is a callback called when the task is successfully executed
  123932. * @param onError is a callback called if an error occurs
  123933. */
  123934. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123935. }
  123936. /**
  123937. * Define a task used by AssetsManager to load cube textures
  123938. */
  123939. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  123940. /**
  123941. * Defines the name of the task
  123942. */
  123943. name: string;
  123944. /**
  123945. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123946. */
  123947. url: string;
  123948. /**
  123949. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123950. */
  123951. extensions?: string[] | undefined;
  123952. /**
  123953. * Defines if mipmaps should not be generated (default is false)
  123954. */
  123955. noMipmap?: boolean | undefined;
  123956. /**
  123957. * Defines the explicit list of files (undefined by default)
  123958. */
  123959. files?: string[] | undefined;
  123960. /**
  123961. * Gets the loaded texture
  123962. */
  123963. texture: CubeTexture;
  123964. /**
  123965. * Callback called when the task is successful
  123966. */
  123967. onSuccess: (task: CubeTextureAssetTask) => void;
  123968. /**
  123969. * Callback called when the task is successful
  123970. */
  123971. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  123972. /**
  123973. * Creates a new CubeTextureAssetTask
  123974. * @param name defines the name of the task
  123975. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123976. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123977. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123978. * @param files defines the explicit list of files (undefined by default)
  123979. */
  123980. constructor(
  123981. /**
  123982. * Defines the name of the task
  123983. */
  123984. name: string,
  123985. /**
  123986. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123987. */
  123988. url: string,
  123989. /**
  123990. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123991. */
  123992. extensions?: string[] | undefined,
  123993. /**
  123994. * Defines if mipmaps should not be generated (default is false)
  123995. */
  123996. noMipmap?: boolean | undefined,
  123997. /**
  123998. * Defines the explicit list of files (undefined by default)
  123999. */
  124000. files?: string[] | undefined);
  124001. /**
  124002. * Execute the current task
  124003. * @param scene defines the scene where you want your assets to be loaded
  124004. * @param onSuccess is a callback called when the task is successfully executed
  124005. * @param onError is a callback called if an error occurs
  124006. */
  124007. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124008. }
  124009. /**
  124010. * Define a task used by AssetsManager to load HDR cube textures
  124011. */
  124012. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  124013. /**
  124014. * Defines the name of the task
  124015. */
  124016. name: string;
  124017. /**
  124018. * Defines the location of the file to load
  124019. */
  124020. url: string;
  124021. /**
  124022. * Defines the desired size (the more it increases the longer the generation will be)
  124023. */
  124024. size: number;
  124025. /**
  124026. * Defines if mipmaps should not be generated (default is false)
  124027. */
  124028. noMipmap: boolean;
  124029. /**
  124030. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124031. */
  124032. generateHarmonics: boolean;
  124033. /**
  124034. * 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)
  124035. */
  124036. gammaSpace: boolean;
  124037. /**
  124038. * Internal Use Only
  124039. */
  124040. reserved: boolean;
  124041. /**
  124042. * Gets the loaded texture
  124043. */
  124044. texture: HDRCubeTexture;
  124045. /**
  124046. * Callback called when the task is successful
  124047. */
  124048. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  124049. /**
  124050. * Callback called when the task is successful
  124051. */
  124052. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  124053. /**
  124054. * Creates a new HDRCubeTextureAssetTask object
  124055. * @param name defines the name of the task
  124056. * @param url defines the location of the file to load
  124057. * @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.
  124058. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124059. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124060. * @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)
  124061. * @param reserved Internal use only
  124062. */
  124063. constructor(
  124064. /**
  124065. * Defines the name of the task
  124066. */
  124067. name: string,
  124068. /**
  124069. * Defines the location of the file to load
  124070. */
  124071. url: string,
  124072. /**
  124073. * Defines the desired size (the more it increases the longer the generation will be)
  124074. */
  124075. size: number,
  124076. /**
  124077. * Defines if mipmaps should not be generated (default is false)
  124078. */
  124079. noMipmap?: boolean,
  124080. /**
  124081. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124082. */
  124083. generateHarmonics?: boolean,
  124084. /**
  124085. * 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)
  124086. */
  124087. gammaSpace?: boolean,
  124088. /**
  124089. * Internal Use Only
  124090. */
  124091. reserved?: boolean);
  124092. /**
  124093. * Execute the current task
  124094. * @param scene defines the scene where you want your assets to be loaded
  124095. * @param onSuccess is a callback called when the task is successfully executed
  124096. * @param onError is a callback called if an error occurs
  124097. */
  124098. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124099. }
  124100. /**
  124101. * Define a task used by AssetsManager to load Equirectangular cube textures
  124102. */
  124103. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  124104. /**
  124105. * Defines the name of the task
  124106. */
  124107. name: string;
  124108. /**
  124109. * Defines the location of the file to load
  124110. */
  124111. url: string;
  124112. /**
  124113. * Defines the desired size (the more it increases the longer the generation will be)
  124114. */
  124115. size: number;
  124116. /**
  124117. * Defines if mipmaps should not be generated (default is false)
  124118. */
  124119. noMipmap: boolean;
  124120. /**
  124121. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124122. * but the standard material would require them in Gamma space) (default is true)
  124123. */
  124124. gammaSpace: boolean;
  124125. /**
  124126. * Gets the loaded texture
  124127. */
  124128. texture: EquiRectangularCubeTexture;
  124129. /**
  124130. * Callback called when the task is successful
  124131. */
  124132. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  124133. /**
  124134. * Callback called when the task is successful
  124135. */
  124136. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  124137. /**
  124138. * Creates a new EquiRectangularCubeTextureAssetTask object
  124139. * @param name defines the name of the task
  124140. * @param url defines the location of the file to load
  124141. * @param size defines the desired size (the more it increases the longer the generation will be)
  124142. * If the size is omitted this implies you are using a preprocessed cubemap.
  124143. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124144. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  124145. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  124146. * (default is true)
  124147. */
  124148. constructor(
  124149. /**
  124150. * Defines the name of the task
  124151. */
  124152. name: string,
  124153. /**
  124154. * Defines the location of the file to load
  124155. */
  124156. url: string,
  124157. /**
  124158. * Defines the desired size (the more it increases the longer the generation will be)
  124159. */
  124160. size: number,
  124161. /**
  124162. * Defines if mipmaps should not be generated (default is false)
  124163. */
  124164. noMipmap?: boolean,
  124165. /**
  124166. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124167. * but the standard material would require them in Gamma space) (default is true)
  124168. */
  124169. gammaSpace?: boolean);
  124170. /**
  124171. * Execute the current task
  124172. * @param scene defines the scene where you want your assets to be loaded
  124173. * @param onSuccess is a callback called when the task is successfully executed
  124174. * @param onError is a callback called if an error occurs
  124175. */
  124176. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124177. }
  124178. /**
  124179. * This class can be used to easily import assets into a scene
  124180. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  124181. */
  124182. export class AssetsManager {
  124183. private _scene;
  124184. private _isLoading;
  124185. protected _tasks: AbstractAssetTask[];
  124186. protected _waitingTasksCount: number;
  124187. protected _totalTasksCount: number;
  124188. /**
  124189. * Callback called when all tasks are processed
  124190. */
  124191. onFinish: (tasks: AbstractAssetTask[]) => void;
  124192. /**
  124193. * Callback called when a task is successful
  124194. */
  124195. onTaskSuccess: (task: AbstractAssetTask) => void;
  124196. /**
  124197. * Callback called when a task had an error
  124198. */
  124199. onTaskError: (task: AbstractAssetTask) => void;
  124200. /**
  124201. * Callback called when a task is done (whatever the result is)
  124202. */
  124203. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  124204. /**
  124205. * Observable called when all tasks are processed
  124206. */
  124207. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  124208. /**
  124209. * Observable called when a task had an error
  124210. */
  124211. onTaskErrorObservable: Observable<AbstractAssetTask>;
  124212. /**
  124213. * Observable called when all tasks were executed
  124214. */
  124215. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  124216. /**
  124217. * Observable called when a task is done (whatever the result is)
  124218. */
  124219. onProgressObservable: Observable<IAssetsProgressEvent>;
  124220. /**
  124221. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  124222. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  124223. */
  124224. useDefaultLoadingScreen: boolean;
  124225. /**
  124226. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  124227. * when all assets have been downloaded.
  124228. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  124229. */
  124230. autoHideLoadingUI: boolean;
  124231. /**
  124232. * Creates a new AssetsManager
  124233. * @param scene defines the scene to work on
  124234. */
  124235. constructor(scene: Scene);
  124236. /**
  124237. * Add a MeshAssetTask to the list of active tasks
  124238. * @param taskName defines the name of the new task
  124239. * @param meshesNames defines the name of meshes to load
  124240. * @param rootUrl defines the root url to use to locate files
  124241. * @param sceneFilename defines the filename of the scene file
  124242. * @returns a new MeshAssetTask object
  124243. */
  124244. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  124245. /**
  124246. * Add a TextFileAssetTask to the list of active tasks
  124247. * @param taskName defines the name of the new task
  124248. * @param url defines the url of the file to load
  124249. * @returns a new TextFileAssetTask object
  124250. */
  124251. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  124252. /**
  124253. * Add a BinaryFileAssetTask to the list of active tasks
  124254. * @param taskName defines the name of the new task
  124255. * @param url defines the url of the file to load
  124256. * @returns a new BinaryFileAssetTask object
  124257. */
  124258. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  124259. /**
  124260. * Add a ImageAssetTask to the list of active tasks
  124261. * @param taskName defines the name of the new task
  124262. * @param url defines the url of the file to load
  124263. * @returns a new ImageAssetTask object
  124264. */
  124265. addImageTask(taskName: string, url: string): ImageAssetTask;
  124266. /**
  124267. * Add a TextureAssetTask to the list of active tasks
  124268. * @param taskName defines the name of the new task
  124269. * @param url defines the url of the file to load
  124270. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124271. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  124272. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  124273. * @returns a new TextureAssetTask object
  124274. */
  124275. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  124276. /**
  124277. * Add a CubeTextureAssetTask to the list of active tasks
  124278. * @param taskName defines the name of the new task
  124279. * @param url defines the url of the file to load
  124280. * @param extensions defines the extension to use to load the cube map (can be null)
  124281. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124282. * @param files defines the list of files to load (can be null)
  124283. * @returns a new CubeTextureAssetTask object
  124284. */
  124285. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  124286. /**
  124287. *
  124288. * Add a HDRCubeTextureAssetTask to the list of active tasks
  124289. * @param taskName defines the name of the new task
  124290. * @param url defines the url of the file to load
  124291. * @param size defines the size you want for the cubemap (can be null)
  124292. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124293. * @param generateHarmonics defines if you want to automatically generate (true by default)
  124294. * @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)
  124295. * @param reserved Internal use only
  124296. * @returns a new HDRCubeTextureAssetTask object
  124297. */
  124298. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  124299. /**
  124300. *
  124301. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  124302. * @param taskName defines the name of the new task
  124303. * @param url defines the url of the file to load
  124304. * @param size defines the size you want for the cubemap (can be null)
  124305. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124306. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  124307. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  124308. * @returns a new EquiRectangularCubeTextureAssetTask object
  124309. */
  124310. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  124311. /**
  124312. * Remove a task from the assets manager.
  124313. * @param task the task to remove
  124314. */
  124315. removeTask(task: AbstractAssetTask): void;
  124316. private _decreaseWaitingTasksCount;
  124317. private _runTask;
  124318. /**
  124319. * Reset the AssetsManager and remove all tasks
  124320. * @return the current instance of the AssetsManager
  124321. */
  124322. reset(): AssetsManager;
  124323. /**
  124324. * Start the loading process
  124325. * @return the current instance of the AssetsManager
  124326. */
  124327. load(): AssetsManager;
  124328. /**
  124329. * Start the loading process as an async operation
  124330. * @return a promise returning the list of failed tasks
  124331. */
  124332. loadAsync(): Promise<void>;
  124333. }
  124334. }
  124335. declare module BABYLON {
  124336. /**
  124337. * Wrapper class for promise with external resolve and reject.
  124338. */
  124339. export class Deferred<T> {
  124340. /**
  124341. * The promise associated with this deferred object.
  124342. */
  124343. readonly promise: Promise<T>;
  124344. private _resolve;
  124345. private _reject;
  124346. /**
  124347. * The resolve method of the promise associated with this deferred object.
  124348. */
  124349. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  124350. /**
  124351. * The reject method of the promise associated with this deferred object.
  124352. */
  124353. readonly reject: (reason?: any) => void;
  124354. /**
  124355. * Constructor for this deferred object.
  124356. */
  124357. constructor();
  124358. }
  124359. }
  124360. declare module BABYLON {
  124361. /**
  124362. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  124363. */
  124364. export class MeshExploder {
  124365. private _centerMesh;
  124366. private _meshes;
  124367. private _meshesOrigins;
  124368. private _toCenterVectors;
  124369. private _scaledDirection;
  124370. private _newPosition;
  124371. private _centerPosition;
  124372. /**
  124373. * Explodes meshes from a center mesh.
  124374. * @param meshes The meshes to explode.
  124375. * @param centerMesh The mesh to be center of explosion.
  124376. */
  124377. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  124378. private _setCenterMesh;
  124379. /**
  124380. * Get class name
  124381. * @returns "MeshExploder"
  124382. */
  124383. getClassName(): string;
  124384. /**
  124385. * "Exploded meshes"
  124386. * @returns Array of meshes with the centerMesh at index 0.
  124387. */
  124388. getMeshes(): Array<Mesh>;
  124389. /**
  124390. * Explodes meshes giving a specific direction
  124391. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  124392. */
  124393. explode(direction?: number): void;
  124394. }
  124395. }
  124396. declare module BABYLON {
  124397. /**
  124398. * Class used to help managing file picking and drag'n'drop
  124399. */
  124400. export class FilesInput {
  124401. /**
  124402. * List of files ready to be loaded
  124403. */
  124404. static readonly FilesToLoad: {
  124405. [key: string]: File;
  124406. };
  124407. /**
  124408. * Callback called when a file is processed
  124409. */
  124410. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  124411. private _engine;
  124412. private _currentScene;
  124413. private _sceneLoadedCallback;
  124414. private _progressCallback;
  124415. private _additionalRenderLoopLogicCallback;
  124416. private _textureLoadingCallback;
  124417. private _startingProcessingFilesCallback;
  124418. private _onReloadCallback;
  124419. private _errorCallback;
  124420. private _elementToMonitor;
  124421. private _sceneFileToLoad;
  124422. private _filesToLoad;
  124423. /**
  124424. * Creates a new FilesInput
  124425. * @param engine defines the rendering engine
  124426. * @param scene defines the hosting scene
  124427. * @param sceneLoadedCallback callback called when scene is loaded
  124428. * @param progressCallback callback called to track progress
  124429. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  124430. * @param textureLoadingCallback callback called when a texture is loading
  124431. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  124432. * @param onReloadCallback callback called when a reload is requested
  124433. * @param errorCallback callback call if an error occurs
  124434. */
  124435. 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);
  124436. private _dragEnterHandler;
  124437. private _dragOverHandler;
  124438. private _dropHandler;
  124439. /**
  124440. * Calls this function to listen to drag'n'drop events on a specific DOM element
  124441. * @param elementToMonitor defines the DOM element to track
  124442. */
  124443. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  124444. /**
  124445. * Release all associated resources
  124446. */
  124447. dispose(): void;
  124448. private renderFunction;
  124449. private drag;
  124450. private drop;
  124451. private _traverseFolder;
  124452. private _processFiles;
  124453. /**
  124454. * Load files from a drop event
  124455. * @param event defines the drop event to use as source
  124456. */
  124457. loadFiles(event: any): void;
  124458. private _processReload;
  124459. /**
  124460. * Reload the current scene from the loaded files
  124461. */
  124462. reload(): void;
  124463. }
  124464. }
  124465. declare module BABYLON {
  124466. /**
  124467. * Defines the root class used to create scene optimization to use with SceneOptimizer
  124468. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124469. */
  124470. export class SceneOptimization {
  124471. /**
  124472. * Defines the priority of this optimization (0 by default which means first in the list)
  124473. */
  124474. priority: number;
  124475. /**
  124476. * Gets a string describing the action executed by the current optimization
  124477. * @returns description string
  124478. */
  124479. getDescription(): string;
  124480. /**
  124481. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124482. * @param scene defines the current scene where to apply this optimization
  124483. * @param optimizer defines the current optimizer
  124484. * @returns true if everything that can be done was applied
  124485. */
  124486. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124487. /**
  124488. * Creates the SceneOptimization object
  124489. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124490. * @param desc defines the description associated with the optimization
  124491. */
  124492. constructor(
  124493. /**
  124494. * Defines the priority of this optimization (0 by default which means first in the list)
  124495. */
  124496. priority?: number);
  124497. }
  124498. /**
  124499. * Defines an optimization used to reduce the size of render target textures
  124500. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124501. */
  124502. export class TextureOptimization extends SceneOptimization {
  124503. /**
  124504. * Defines the priority of this optimization (0 by default which means first in the list)
  124505. */
  124506. priority: number;
  124507. /**
  124508. * 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
  124509. */
  124510. maximumSize: number;
  124511. /**
  124512. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  124513. */
  124514. step: number;
  124515. /**
  124516. * Gets a string describing the action executed by the current optimization
  124517. * @returns description string
  124518. */
  124519. getDescription(): string;
  124520. /**
  124521. * Creates the TextureOptimization object
  124522. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124523. * @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
  124524. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  124525. */
  124526. constructor(
  124527. /**
  124528. * Defines the priority of this optimization (0 by default which means first in the list)
  124529. */
  124530. priority?: number,
  124531. /**
  124532. * 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
  124533. */
  124534. maximumSize?: number,
  124535. /**
  124536. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  124537. */
  124538. step?: number);
  124539. /**
  124540. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124541. * @param scene defines the current scene where to apply this optimization
  124542. * @param optimizer defines the current optimizer
  124543. * @returns true if everything that can be done was applied
  124544. */
  124545. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124546. }
  124547. /**
  124548. * Defines an optimization used to increase or decrease the rendering resolution
  124549. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124550. */
  124551. export class HardwareScalingOptimization extends SceneOptimization {
  124552. /**
  124553. * Defines the priority of this optimization (0 by default which means first in the list)
  124554. */
  124555. priority: number;
  124556. /**
  124557. * Defines the maximum scale to use (2 by default)
  124558. */
  124559. maximumScale: number;
  124560. /**
  124561. * Defines the step to use between two passes (0.5 by default)
  124562. */
  124563. step: number;
  124564. private _currentScale;
  124565. private _directionOffset;
  124566. /**
  124567. * Gets a string describing the action executed by the current optimization
  124568. * @return description string
  124569. */
  124570. getDescription(): string;
  124571. /**
  124572. * Creates the HardwareScalingOptimization object
  124573. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124574. * @param maximumScale defines the maximum scale to use (2 by default)
  124575. * @param step defines the step to use between two passes (0.5 by default)
  124576. */
  124577. constructor(
  124578. /**
  124579. * Defines the priority of this optimization (0 by default which means first in the list)
  124580. */
  124581. priority?: number,
  124582. /**
  124583. * Defines the maximum scale to use (2 by default)
  124584. */
  124585. maximumScale?: number,
  124586. /**
  124587. * Defines the step to use between two passes (0.5 by default)
  124588. */
  124589. step?: number);
  124590. /**
  124591. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124592. * @param scene defines the current scene where to apply this optimization
  124593. * @param optimizer defines the current optimizer
  124594. * @returns true if everything that can be done was applied
  124595. */
  124596. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124597. }
  124598. /**
  124599. * Defines an optimization used to remove shadows
  124600. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124601. */
  124602. export class ShadowsOptimization extends SceneOptimization {
  124603. /**
  124604. * Gets a string describing the action executed by the current optimization
  124605. * @return description string
  124606. */
  124607. getDescription(): string;
  124608. /**
  124609. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124610. * @param scene defines the current scene where to apply this optimization
  124611. * @param optimizer defines the current optimizer
  124612. * @returns true if everything that can be done was applied
  124613. */
  124614. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124615. }
  124616. /**
  124617. * Defines an optimization used to turn post-processes off
  124618. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124619. */
  124620. export class PostProcessesOptimization extends SceneOptimization {
  124621. /**
  124622. * Gets a string describing the action executed by the current optimization
  124623. * @return description string
  124624. */
  124625. getDescription(): string;
  124626. /**
  124627. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124628. * @param scene defines the current scene where to apply this optimization
  124629. * @param optimizer defines the current optimizer
  124630. * @returns true if everything that can be done was applied
  124631. */
  124632. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124633. }
  124634. /**
  124635. * Defines an optimization used to turn lens flares off
  124636. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124637. */
  124638. export class LensFlaresOptimization extends SceneOptimization {
  124639. /**
  124640. * Gets a string describing the action executed by the current optimization
  124641. * @return description string
  124642. */
  124643. getDescription(): string;
  124644. /**
  124645. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124646. * @param scene defines the current scene where to apply this optimization
  124647. * @param optimizer defines the current optimizer
  124648. * @returns true if everything that can be done was applied
  124649. */
  124650. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124651. }
  124652. /**
  124653. * Defines an optimization based on user defined callback.
  124654. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124655. */
  124656. export class CustomOptimization extends SceneOptimization {
  124657. /**
  124658. * Callback called to apply the custom optimization.
  124659. */
  124660. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  124661. /**
  124662. * Callback called to get custom description
  124663. */
  124664. onGetDescription: () => string;
  124665. /**
  124666. * Gets a string describing the action executed by the current optimization
  124667. * @returns description string
  124668. */
  124669. getDescription(): string;
  124670. /**
  124671. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124672. * @param scene defines the current scene where to apply this optimization
  124673. * @param optimizer defines the current optimizer
  124674. * @returns true if everything that can be done was applied
  124675. */
  124676. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124677. }
  124678. /**
  124679. * Defines an optimization used to turn particles off
  124680. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124681. */
  124682. export class ParticlesOptimization extends SceneOptimization {
  124683. /**
  124684. * Gets a string describing the action executed by the current optimization
  124685. * @return description string
  124686. */
  124687. getDescription(): string;
  124688. /**
  124689. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124690. * @param scene defines the current scene where to apply this optimization
  124691. * @param optimizer defines the current optimizer
  124692. * @returns true if everything that can be done was applied
  124693. */
  124694. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124695. }
  124696. /**
  124697. * Defines an optimization used to turn render targets off
  124698. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124699. */
  124700. export class RenderTargetsOptimization extends SceneOptimization {
  124701. /**
  124702. * Gets a string describing the action executed by the current optimization
  124703. * @return description string
  124704. */
  124705. getDescription(): string;
  124706. /**
  124707. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124708. * @param scene defines the current scene where to apply this optimization
  124709. * @param optimizer defines the current optimizer
  124710. * @returns true if everything that can be done was applied
  124711. */
  124712. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124713. }
  124714. /**
  124715. * Defines an optimization used to merge meshes with compatible materials
  124716. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124717. */
  124718. export class MergeMeshesOptimization extends SceneOptimization {
  124719. private static _UpdateSelectionTree;
  124720. /**
  124721. * Gets or sets a boolean which defines if optimization octree has to be updated
  124722. */
  124723. /**
  124724. * Gets or sets a boolean which defines if optimization octree has to be updated
  124725. */
  124726. static UpdateSelectionTree: boolean;
  124727. /**
  124728. * Gets a string describing the action executed by the current optimization
  124729. * @return description string
  124730. */
  124731. getDescription(): string;
  124732. private _canBeMerged;
  124733. /**
  124734. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124735. * @param scene defines the current scene where to apply this optimization
  124736. * @param optimizer defines the current optimizer
  124737. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  124738. * @returns true if everything that can be done was applied
  124739. */
  124740. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  124741. }
  124742. /**
  124743. * Defines a list of options used by SceneOptimizer
  124744. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124745. */
  124746. export class SceneOptimizerOptions {
  124747. /**
  124748. * Defines the target frame rate to reach (60 by default)
  124749. */
  124750. targetFrameRate: number;
  124751. /**
  124752. * Defines the interval between two checkes (2000ms by default)
  124753. */
  124754. trackerDuration: number;
  124755. /**
  124756. * Gets the list of optimizations to apply
  124757. */
  124758. optimizations: SceneOptimization[];
  124759. /**
  124760. * Creates a new list of options used by SceneOptimizer
  124761. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  124762. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  124763. */
  124764. constructor(
  124765. /**
  124766. * Defines the target frame rate to reach (60 by default)
  124767. */
  124768. targetFrameRate?: number,
  124769. /**
  124770. * Defines the interval between two checkes (2000ms by default)
  124771. */
  124772. trackerDuration?: number);
  124773. /**
  124774. * Add a new optimization
  124775. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  124776. * @returns the current SceneOptimizerOptions
  124777. */
  124778. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  124779. /**
  124780. * Add a new custom optimization
  124781. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  124782. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  124783. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124784. * @returns the current SceneOptimizerOptions
  124785. */
  124786. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  124787. /**
  124788. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  124789. * @param targetFrameRate defines the target frame rate (60 by default)
  124790. * @returns a SceneOptimizerOptions object
  124791. */
  124792. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124793. /**
  124794. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  124795. * @param targetFrameRate defines the target frame rate (60 by default)
  124796. * @returns a SceneOptimizerOptions object
  124797. */
  124798. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124799. /**
  124800. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  124801. * @param targetFrameRate defines the target frame rate (60 by default)
  124802. * @returns a SceneOptimizerOptions object
  124803. */
  124804. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124805. }
  124806. /**
  124807. * Class used to run optimizations in order to reach a target frame rate
  124808. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124809. */
  124810. export class SceneOptimizer implements IDisposable {
  124811. private _isRunning;
  124812. private _options;
  124813. private _scene;
  124814. private _currentPriorityLevel;
  124815. private _targetFrameRate;
  124816. private _trackerDuration;
  124817. private _currentFrameRate;
  124818. private _sceneDisposeObserver;
  124819. private _improvementMode;
  124820. /**
  124821. * Defines an observable called when the optimizer reaches the target frame rate
  124822. */
  124823. onSuccessObservable: Observable<SceneOptimizer>;
  124824. /**
  124825. * Defines an observable called when the optimizer enables an optimization
  124826. */
  124827. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  124828. /**
  124829. * Defines an observable called when the optimizer is not able to reach the target frame rate
  124830. */
  124831. onFailureObservable: Observable<SceneOptimizer>;
  124832. /**
  124833. * Gets a boolean indicating if the optimizer is in improvement mode
  124834. */
  124835. readonly isInImprovementMode: boolean;
  124836. /**
  124837. * Gets the current priority level (0 at start)
  124838. */
  124839. readonly currentPriorityLevel: number;
  124840. /**
  124841. * Gets the current frame rate checked by the SceneOptimizer
  124842. */
  124843. readonly currentFrameRate: number;
  124844. /**
  124845. * Gets or sets the current target frame rate (60 by default)
  124846. */
  124847. /**
  124848. * Gets or sets the current target frame rate (60 by default)
  124849. */
  124850. targetFrameRate: number;
  124851. /**
  124852. * Gets or sets the current interval between two checks (every 2000ms by default)
  124853. */
  124854. /**
  124855. * Gets or sets the current interval between two checks (every 2000ms by default)
  124856. */
  124857. trackerDuration: number;
  124858. /**
  124859. * Gets the list of active optimizations
  124860. */
  124861. readonly optimizations: SceneOptimization[];
  124862. /**
  124863. * Creates a new SceneOptimizer
  124864. * @param scene defines the scene to work on
  124865. * @param options defines the options to use with the SceneOptimizer
  124866. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  124867. * @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)
  124868. */
  124869. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  124870. /**
  124871. * Stops the current optimizer
  124872. */
  124873. stop(): void;
  124874. /**
  124875. * Reset the optimizer to initial step (current priority level = 0)
  124876. */
  124877. reset(): void;
  124878. /**
  124879. * Start the optimizer. By default it will try to reach a specific framerate
  124880. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  124881. */
  124882. start(): void;
  124883. private _checkCurrentState;
  124884. /**
  124885. * Release all resources
  124886. */
  124887. dispose(): void;
  124888. /**
  124889. * Helper function to create a SceneOptimizer with one single line of code
  124890. * @param scene defines the scene to work on
  124891. * @param options defines the options to use with the SceneOptimizer
  124892. * @param onSuccess defines a callback to call on success
  124893. * @param onFailure defines a callback to call on failure
  124894. * @returns the new SceneOptimizer object
  124895. */
  124896. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  124897. }
  124898. }
  124899. declare module BABYLON {
  124900. /**
  124901. * Class used to serialize a scene into a string
  124902. */
  124903. export class SceneSerializer {
  124904. /**
  124905. * Clear cache used by a previous serialization
  124906. */
  124907. static ClearCache(): void;
  124908. /**
  124909. * Serialize a scene into a JSON compatible object
  124910. * @param scene defines the scene to serialize
  124911. * @returns a JSON compatible object
  124912. */
  124913. static Serialize(scene: Scene): any;
  124914. /**
  124915. * Serialize a mesh into a JSON compatible object
  124916. * @param toSerialize defines the mesh to serialize
  124917. * @param withParents defines if parents must be serialized as well
  124918. * @param withChildren defines if children must be serialized as well
  124919. * @returns a JSON compatible object
  124920. */
  124921. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  124922. }
  124923. }
  124924. declare module BABYLON {
  124925. /**
  124926. * Class used to host texture specific utilities
  124927. */
  124928. export class TextureTools {
  124929. /**
  124930. * Uses the GPU to create a copy texture rescaled at a given size
  124931. * @param texture Texture to copy from
  124932. * @param width defines the desired width
  124933. * @param height defines the desired height
  124934. * @param useBilinearMode defines if bilinear mode has to be used
  124935. * @return the generated texture
  124936. */
  124937. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  124938. }
  124939. }
  124940. declare module BABYLON {
  124941. /**
  124942. * This represents the different options available for the video capture.
  124943. */
  124944. export interface VideoRecorderOptions {
  124945. /** Defines the mime type of the video. */
  124946. mimeType: string;
  124947. /** Defines the FPS the video should be recorded at. */
  124948. fps: number;
  124949. /** Defines the chunk size for the recording data. */
  124950. recordChunckSize: number;
  124951. /** The audio tracks to attach to the recording. */
  124952. audioTracks?: MediaStreamTrack[];
  124953. }
  124954. /**
  124955. * This can help with recording videos from BabylonJS.
  124956. * This is based on the available WebRTC functionalities of the browser.
  124957. *
  124958. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  124959. */
  124960. export class VideoRecorder {
  124961. private static readonly _defaultOptions;
  124962. /**
  124963. * Returns whether or not the VideoRecorder is available in your browser.
  124964. * @param engine Defines the Babylon Engine.
  124965. * @returns true if supported otherwise false.
  124966. */
  124967. static IsSupported(engine: Engine): boolean;
  124968. private readonly _options;
  124969. private _canvas;
  124970. private _mediaRecorder;
  124971. private _recordedChunks;
  124972. private _fileName;
  124973. private _resolve;
  124974. private _reject;
  124975. /**
  124976. * True when a recording is already in progress.
  124977. */
  124978. readonly isRecording: boolean;
  124979. /**
  124980. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  124981. * @param engine Defines the BabylonJS Engine you wish to record.
  124982. * @param options Defines options that can be used to customize the capture.
  124983. */
  124984. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  124985. /**
  124986. * Stops the current recording before the default capture timeout passed in the startRecording function.
  124987. */
  124988. stopRecording(): void;
  124989. /**
  124990. * Starts recording the canvas for a max duration specified in parameters.
  124991. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  124992. * If null no automatic download will start and you can rely on the promise to get the data back.
  124993. * @param maxDuration Defines the maximum recording time in seconds.
  124994. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  124995. * @return A promise callback at the end of the recording with the video data in Blob.
  124996. */
  124997. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  124998. /**
  124999. * Releases internal resources used during the recording.
  125000. */
  125001. dispose(): void;
  125002. private _handleDataAvailable;
  125003. private _handleError;
  125004. private _handleStop;
  125005. }
  125006. }
  125007. declare module BABYLON {
  125008. /**
  125009. * Class containing a set of static utilities functions for screenshots
  125010. */
  125011. export class ScreenshotTools {
  125012. /**
  125013. * Captures a screenshot of the current rendering
  125014. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125015. * @param engine defines the rendering engine
  125016. * @param camera defines the source camera
  125017. * @param size This parameter can be set to a single number or to an object with the
  125018. * following (optional) properties: precision, width, height. If a single number is passed,
  125019. * it will be used for both width and height. If an object is passed, the screenshot size
  125020. * will be derived from the parameters. The precision property is a multiplier allowing
  125021. * rendering at a higher or lower resolution
  125022. * @param successCallback defines the callback receives a single parameter which contains the
  125023. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125024. * src parameter of an <img> to display it
  125025. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125026. * Check your browser for supported MIME types
  125027. */
  125028. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  125029. /**
  125030. * Captures a screenshot of the current rendering
  125031. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125032. * @param engine defines the rendering engine
  125033. * @param camera defines the source camera
  125034. * @param size This parameter can be set to a single number or to an object with the
  125035. * following (optional) properties: precision, width, height. If a single number is passed,
  125036. * it will be used for both width and height. If an object is passed, the screenshot size
  125037. * will be derived from the parameters. The precision property is a multiplier allowing
  125038. * rendering at a higher or lower resolution
  125039. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125040. * Check your browser for supported MIME types
  125041. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125042. * to the src parameter of an <img> to display it
  125043. */
  125044. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  125045. /**
  125046. * Generates an image screenshot from the specified camera.
  125047. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125048. * @param engine The engine to use for rendering
  125049. * @param camera The camera to use for rendering
  125050. * @param size This parameter can be set to a single number or to an object with the
  125051. * following (optional) properties: precision, width, height. If a single number is passed,
  125052. * it will be used for both width and height. If an object is passed, the screenshot size
  125053. * will be derived from the parameters. The precision property is a multiplier allowing
  125054. * rendering at a higher or lower resolution
  125055. * @param successCallback The callback receives a single parameter which contains the
  125056. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125057. * src parameter of an <img> to display it
  125058. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125059. * Check your browser for supported MIME types
  125060. * @param samples Texture samples (default: 1)
  125061. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125062. * @param fileName A name for for the downloaded file.
  125063. */
  125064. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  125065. /**
  125066. * Generates an image screenshot from the specified camera.
  125067. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125068. * @param engine The engine to use for rendering
  125069. * @param camera The camera to use for rendering
  125070. * @param size This parameter can be set to a single number or to an object with the
  125071. * following (optional) properties: precision, width, height. If a single number is passed,
  125072. * it will be used for both width and height. If an object is passed, the screenshot size
  125073. * will be derived from the parameters. The precision property is a multiplier allowing
  125074. * rendering at a higher or lower resolution
  125075. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125076. * Check your browser for supported MIME types
  125077. * @param samples Texture samples (default: 1)
  125078. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125079. * @param fileName A name for for the downloaded file.
  125080. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125081. * to the src parameter of an <img> to display it
  125082. */
  125083. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  125084. /**
  125085. * Gets height and width for screenshot size
  125086. * @private
  125087. */
  125088. private static _getScreenshotSize;
  125089. }
  125090. }
  125091. declare module BABYLON {
  125092. /**
  125093. * A cursor which tracks a point on a path
  125094. */
  125095. export class PathCursor {
  125096. private path;
  125097. /**
  125098. * Stores path cursor callbacks for when an onchange event is triggered
  125099. */
  125100. private _onchange;
  125101. /**
  125102. * The value of the path cursor
  125103. */
  125104. value: number;
  125105. /**
  125106. * The animation array of the path cursor
  125107. */
  125108. animations: Animation[];
  125109. /**
  125110. * Initializes the path cursor
  125111. * @param path The path to track
  125112. */
  125113. constructor(path: Path2);
  125114. /**
  125115. * Gets the cursor point on the path
  125116. * @returns A point on the path cursor at the cursor location
  125117. */
  125118. getPoint(): Vector3;
  125119. /**
  125120. * Moves the cursor ahead by the step amount
  125121. * @param step The amount to move the cursor forward
  125122. * @returns This path cursor
  125123. */
  125124. moveAhead(step?: number): PathCursor;
  125125. /**
  125126. * Moves the cursor behind by the step amount
  125127. * @param step The amount to move the cursor back
  125128. * @returns This path cursor
  125129. */
  125130. moveBack(step?: number): PathCursor;
  125131. /**
  125132. * Moves the cursor by the step amount
  125133. * If the step amount is greater than one, an exception is thrown
  125134. * @param step The amount to move the cursor
  125135. * @returns This path cursor
  125136. */
  125137. move(step: number): PathCursor;
  125138. /**
  125139. * Ensures that the value is limited between zero and one
  125140. * @returns This path cursor
  125141. */
  125142. private ensureLimits;
  125143. /**
  125144. * Runs onchange callbacks on change (used by the animation engine)
  125145. * @returns This path cursor
  125146. */
  125147. private raiseOnChange;
  125148. /**
  125149. * Executes a function on change
  125150. * @param f A path cursor onchange callback
  125151. * @returns This path cursor
  125152. */
  125153. onchange(f: (cursor: PathCursor) => void): PathCursor;
  125154. }
  125155. }
  125156. declare module BABYLON {
  125157. /** @hidden */
  125158. export var blurPixelShader: {
  125159. name: string;
  125160. shader: string;
  125161. };
  125162. }
  125163. declare module BABYLON {
  125164. /** @hidden */
  125165. export var pointCloudVertexDeclaration: {
  125166. name: string;
  125167. shader: string;
  125168. };
  125169. }
  125170. // Mixins
  125171. interface Window {
  125172. mozIndexedDB: IDBFactory;
  125173. webkitIndexedDB: IDBFactory;
  125174. msIndexedDB: IDBFactory;
  125175. webkitURL: typeof URL;
  125176. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  125177. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  125178. WebGLRenderingContext: WebGLRenderingContext;
  125179. MSGesture: MSGesture;
  125180. CANNON: any;
  125181. AudioContext: AudioContext;
  125182. webkitAudioContext: AudioContext;
  125183. PointerEvent: any;
  125184. Math: Math;
  125185. Uint8Array: Uint8ArrayConstructor;
  125186. Float32Array: Float32ArrayConstructor;
  125187. mozURL: typeof URL;
  125188. msURL: typeof URL;
  125189. VRFrameData: any; // WebVR, from specs 1.1
  125190. DracoDecoderModule: any;
  125191. setImmediate(handler: (...args: any[]) => void): number;
  125192. }
  125193. interface HTMLCanvasElement {
  125194. requestPointerLock(): void;
  125195. msRequestPointerLock?(): void;
  125196. mozRequestPointerLock?(): void;
  125197. webkitRequestPointerLock?(): void;
  125198. /** Track wether a record is in progress */
  125199. isRecording: boolean;
  125200. /** Capture Stream method defined by some browsers */
  125201. captureStream(fps?: number): MediaStream;
  125202. }
  125203. interface CanvasRenderingContext2D {
  125204. msImageSmoothingEnabled: boolean;
  125205. }
  125206. interface MouseEvent {
  125207. mozMovementX: number;
  125208. mozMovementY: number;
  125209. webkitMovementX: number;
  125210. webkitMovementY: number;
  125211. msMovementX: number;
  125212. msMovementY: number;
  125213. }
  125214. interface Navigator {
  125215. mozGetVRDevices: (any: any) => any;
  125216. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125217. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125218. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125219. webkitGetGamepads(): Gamepad[];
  125220. msGetGamepads(): Gamepad[];
  125221. webkitGamepads(): Gamepad[];
  125222. }
  125223. interface HTMLVideoElement {
  125224. mozSrcObject: any;
  125225. }
  125226. interface Math {
  125227. fround(x: number): number;
  125228. imul(a: number, b: number): number;
  125229. }
  125230. interface WebGLRenderingContext {
  125231. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  125232. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  125233. vertexAttribDivisor(index: number, divisor: number): void;
  125234. createVertexArray(): any;
  125235. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  125236. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  125237. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  125238. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  125239. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  125240. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  125241. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  125242. // Queries
  125243. createQuery(): WebGLQuery;
  125244. deleteQuery(query: WebGLQuery): void;
  125245. beginQuery(target: number, query: WebGLQuery): void;
  125246. endQuery(target: number): void;
  125247. getQueryParameter(query: WebGLQuery, pname: number): any;
  125248. getQuery(target: number, pname: number): any;
  125249. MAX_SAMPLES: number;
  125250. RGBA8: number;
  125251. READ_FRAMEBUFFER: number;
  125252. DRAW_FRAMEBUFFER: number;
  125253. UNIFORM_BUFFER: number;
  125254. HALF_FLOAT_OES: number;
  125255. RGBA16F: number;
  125256. RGBA32F: number;
  125257. R32F: number;
  125258. RG32F: number;
  125259. RGB32F: number;
  125260. R16F: number;
  125261. RG16F: number;
  125262. RGB16F: number;
  125263. RED: number;
  125264. RG: number;
  125265. R8: number;
  125266. RG8: number;
  125267. UNSIGNED_INT_24_8: number;
  125268. DEPTH24_STENCIL8: number;
  125269. /* Multiple Render Targets */
  125270. drawBuffers(buffers: number[]): void;
  125271. readBuffer(src: number): void;
  125272. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  125273. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  125274. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  125275. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  125276. // Occlusion Query
  125277. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  125278. ANY_SAMPLES_PASSED: number;
  125279. QUERY_RESULT_AVAILABLE: number;
  125280. QUERY_RESULT: number;
  125281. }
  125282. interface WebGLProgram {
  125283. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  125284. }
  125285. interface EXT_disjoint_timer_query {
  125286. QUERY_COUNTER_BITS_EXT: number;
  125287. TIME_ELAPSED_EXT: number;
  125288. TIMESTAMP_EXT: number;
  125289. GPU_DISJOINT_EXT: number;
  125290. QUERY_RESULT_EXT: number;
  125291. QUERY_RESULT_AVAILABLE_EXT: number;
  125292. queryCounterEXT(query: WebGLQuery, target: number): void;
  125293. createQueryEXT(): WebGLQuery;
  125294. beginQueryEXT(target: number, query: WebGLQuery): void;
  125295. endQueryEXT(target: number): void;
  125296. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  125297. deleteQueryEXT(query: WebGLQuery): void;
  125298. }
  125299. interface WebGLUniformLocation {
  125300. _currentState: any;
  125301. }
  125302. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  125303. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  125304. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  125305. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  125306. interface WebGLRenderingContext {
  125307. readonly RASTERIZER_DISCARD: number;
  125308. readonly DEPTH_COMPONENT24: number;
  125309. readonly TEXTURE_3D: number;
  125310. readonly TEXTURE_2D_ARRAY: number;
  125311. readonly TEXTURE_COMPARE_FUNC: number;
  125312. readonly TEXTURE_COMPARE_MODE: number;
  125313. readonly COMPARE_REF_TO_TEXTURE: number;
  125314. readonly TEXTURE_WRAP_R: number;
  125315. readonly HALF_FLOAT: number;
  125316. readonly RGB8: number;
  125317. readonly RED_INTEGER: number;
  125318. readonly RG_INTEGER: number;
  125319. readonly RGB_INTEGER: number;
  125320. readonly RGBA_INTEGER: number;
  125321. readonly R8_SNORM: number;
  125322. readonly RG8_SNORM: number;
  125323. readonly RGB8_SNORM: number;
  125324. readonly RGBA8_SNORM: number;
  125325. readonly R8I: number;
  125326. readonly RG8I: number;
  125327. readonly RGB8I: number;
  125328. readonly RGBA8I: number;
  125329. readonly R8UI: number;
  125330. readonly RG8UI: number;
  125331. readonly RGB8UI: number;
  125332. readonly RGBA8UI: number;
  125333. readonly R16I: number;
  125334. readonly RG16I: number;
  125335. readonly RGB16I: number;
  125336. readonly RGBA16I: number;
  125337. readonly R16UI: number;
  125338. readonly RG16UI: number;
  125339. readonly RGB16UI: number;
  125340. readonly RGBA16UI: number;
  125341. readonly R32I: number;
  125342. readonly RG32I: number;
  125343. readonly RGB32I: number;
  125344. readonly RGBA32I: number;
  125345. readonly R32UI: number;
  125346. readonly RG32UI: number;
  125347. readonly RGB32UI: number;
  125348. readonly RGBA32UI: number;
  125349. readonly RGB10_A2UI: number;
  125350. readonly R11F_G11F_B10F: number;
  125351. readonly RGB9_E5: number;
  125352. readonly RGB10_A2: number;
  125353. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  125354. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  125355. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  125356. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  125357. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  125358. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  125359. 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;
  125360. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  125361. readonly TRANSFORM_FEEDBACK: number;
  125362. readonly INTERLEAVED_ATTRIBS: number;
  125363. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  125364. createTransformFeedback(): WebGLTransformFeedback;
  125365. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  125366. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  125367. beginTransformFeedback(primitiveMode: number): void;
  125368. endTransformFeedback(): void;
  125369. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  125370. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125371. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125372. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125373. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  125374. }
  125375. interface ImageBitmap {
  125376. readonly width: number;
  125377. readonly height: number;
  125378. close(): void;
  125379. }
  125380. interface WebGLQuery extends WebGLObject {
  125381. }
  125382. declare var WebGLQuery: {
  125383. prototype: WebGLQuery;
  125384. new(): WebGLQuery;
  125385. };
  125386. interface WebGLSampler extends WebGLObject {
  125387. }
  125388. declare var WebGLSampler: {
  125389. prototype: WebGLSampler;
  125390. new(): WebGLSampler;
  125391. };
  125392. interface WebGLSync extends WebGLObject {
  125393. }
  125394. declare var WebGLSync: {
  125395. prototype: WebGLSync;
  125396. new(): WebGLSync;
  125397. };
  125398. interface WebGLTransformFeedback extends WebGLObject {
  125399. }
  125400. declare var WebGLTransformFeedback: {
  125401. prototype: WebGLTransformFeedback;
  125402. new(): WebGLTransformFeedback;
  125403. };
  125404. interface WebGLVertexArrayObject extends WebGLObject {
  125405. }
  125406. declare var WebGLVertexArrayObject: {
  125407. prototype: WebGLVertexArrayObject;
  125408. new(): WebGLVertexArrayObject;
  125409. };
  125410. // Type definitions for WebVR API
  125411. // Project: https://w3c.github.io/webvr/
  125412. // Definitions by: six a <https://github.com/lostfictions>
  125413. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  125414. interface VRDisplay extends EventTarget {
  125415. /**
  125416. * Dictionary of capabilities describing the VRDisplay.
  125417. */
  125418. readonly capabilities: VRDisplayCapabilities;
  125419. /**
  125420. * z-depth defining the far plane of the eye view frustum
  125421. * enables mapping of values in the render target depth
  125422. * attachment to scene coordinates. Initially set to 10000.0.
  125423. */
  125424. depthFar: number;
  125425. /**
  125426. * z-depth defining the near plane of the eye view frustum
  125427. * enables mapping of values in the render target depth
  125428. * attachment to scene coordinates. Initially set to 0.01.
  125429. */
  125430. depthNear: number;
  125431. /**
  125432. * An identifier for this distinct VRDisplay. Used as an
  125433. * association point in the Gamepad API.
  125434. */
  125435. readonly displayId: number;
  125436. /**
  125437. * A display name, a user-readable name identifying it.
  125438. */
  125439. readonly displayName: string;
  125440. readonly isConnected: boolean;
  125441. readonly isPresenting: boolean;
  125442. /**
  125443. * If this VRDisplay supports room-scale experiences, the optional
  125444. * stage attribute contains details on the room-scale parameters.
  125445. */
  125446. readonly stageParameters: VRStageParameters | null;
  125447. /**
  125448. * Passing the value returned by `requestAnimationFrame` to
  125449. * `cancelAnimationFrame` will unregister the callback.
  125450. * @param handle Define the hanle of the request to cancel
  125451. */
  125452. cancelAnimationFrame(handle: number): void;
  125453. /**
  125454. * Stops presenting to the VRDisplay.
  125455. * @returns a promise to know when it stopped
  125456. */
  125457. exitPresent(): Promise<void>;
  125458. /**
  125459. * Return the current VREyeParameters for the given eye.
  125460. * @param whichEye Define the eye we want the parameter for
  125461. * @returns the eye parameters
  125462. */
  125463. getEyeParameters(whichEye: string): VREyeParameters;
  125464. /**
  125465. * Populates the passed VRFrameData with the information required to render
  125466. * the current frame.
  125467. * @param frameData Define the data structure to populate
  125468. * @returns true if ok otherwise false
  125469. */
  125470. getFrameData(frameData: VRFrameData): boolean;
  125471. /**
  125472. * Get the layers currently being presented.
  125473. * @returns the list of VR layers
  125474. */
  125475. getLayers(): VRLayer[];
  125476. /**
  125477. * Return a VRPose containing the future predicted pose of the VRDisplay
  125478. * when the current frame will be presented. The value returned will not
  125479. * change until JavaScript has returned control to the browser.
  125480. *
  125481. * The VRPose will contain the position, orientation, velocity,
  125482. * and acceleration of each of these properties.
  125483. * @returns the pose object
  125484. */
  125485. getPose(): VRPose;
  125486. /**
  125487. * Return the current instantaneous pose of the VRDisplay, with no
  125488. * prediction applied.
  125489. * @returns the current instantaneous pose
  125490. */
  125491. getImmediatePose(): VRPose;
  125492. /**
  125493. * The callback passed to `requestAnimationFrame` will be called
  125494. * any time a new frame should be rendered. When the VRDisplay is
  125495. * presenting the callback will be called at the native refresh
  125496. * rate of the HMD. When not presenting this function acts
  125497. * identically to how window.requestAnimationFrame acts. Content should
  125498. * make no assumptions of frame rate or vsync behavior as the HMD runs
  125499. * asynchronously from other displays and at differing refresh rates.
  125500. * @param callback Define the eaction to run next frame
  125501. * @returns the request handle it
  125502. */
  125503. requestAnimationFrame(callback: FrameRequestCallback): number;
  125504. /**
  125505. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  125506. * Repeat calls while already presenting will update the VRLayers being displayed.
  125507. * @param layers Define the list of layer to present
  125508. * @returns a promise to know when the request has been fulfilled
  125509. */
  125510. requestPresent(layers: VRLayer[]): Promise<void>;
  125511. /**
  125512. * Reset the pose for this display, treating its current position and
  125513. * orientation as the "origin/zero" values. VRPose.position,
  125514. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  125515. * updated when calling resetPose(). This should be called in only
  125516. * sitting-space experiences.
  125517. */
  125518. resetPose(): void;
  125519. /**
  125520. * The VRLayer provided to the VRDisplay will be captured and presented
  125521. * in the HMD. Calling this function has the same effect on the source
  125522. * canvas as any other operation that uses its source image, and canvases
  125523. * created without preserveDrawingBuffer set to true will be cleared.
  125524. * @param pose Define the pose to submit
  125525. */
  125526. submitFrame(pose?: VRPose): void;
  125527. }
  125528. declare var VRDisplay: {
  125529. prototype: VRDisplay;
  125530. new(): VRDisplay;
  125531. };
  125532. interface VRLayer {
  125533. leftBounds?: number[] | Float32Array | null;
  125534. rightBounds?: number[] | Float32Array | null;
  125535. source?: HTMLCanvasElement | null;
  125536. }
  125537. interface VRDisplayCapabilities {
  125538. readonly canPresent: boolean;
  125539. readonly hasExternalDisplay: boolean;
  125540. readonly hasOrientation: boolean;
  125541. readonly hasPosition: boolean;
  125542. readonly maxLayers: number;
  125543. }
  125544. interface VREyeParameters {
  125545. /** @deprecated */
  125546. readonly fieldOfView: VRFieldOfView;
  125547. readonly offset: Float32Array;
  125548. readonly renderHeight: number;
  125549. readonly renderWidth: number;
  125550. }
  125551. interface VRFieldOfView {
  125552. readonly downDegrees: number;
  125553. readonly leftDegrees: number;
  125554. readonly rightDegrees: number;
  125555. readonly upDegrees: number;
  125556. }
  125557. interface VRFrameData {
  125558. readonly leftProjectionMatrix: Float32Array;
  125559. readonly leftViewMatrix: Float32Array;
  125560. readonly pose: VRPose;
  125561. readonly rightProjectionMatrix: Float32Array;
  125562. readonly rightViewMatrix: Float32Array;
  125563. readonly timestamp: number;
  125564. }
  125565. interface VRPose {
  125566. readonly angularAcceleration: Float32Array | null;
  125567. readonly angularVelocity: Float32Array | null;
  125568. readonly linearAcceleration: Float32Array | null;
  125569. readonly linearVelocity: Float32Array | null;
  125570. readonly orientation: Float32Array | null;
  125571. readonly position: Float32Array | null;
  125572. readonly timestamp: number;
  125573. }
  125574. interface VRStageParameters {
  125575. sittingToStandingTransform?: Float32Array;
  125576. sizeX?: number;
  125577. sizeY?: number;
  125578. }
  125579. interface Navigator {
  125580. getVRDisplays(): Promise<VRDisplay[]>;
  125581. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  125582. }
  125583. interface Window {
  125584. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  125585. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  125586. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  125587. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  125588. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  125589. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  125590. }
  125591. interface Gamepad {
  125592. readonly displayId: number;
  125593. }
  125594. type XRSessionMode =
  125595. | "inline"
  125596. | "immersive-vr"
  125597. | "immersive-ar";
  125598. type XRReferenceSpaceType =
  125599. | "viewer"
  125600. | "local"
  125601. | "local-floor"
  125602. | "bounded-floor"
  125603. | "unbounded";
  125604. type XREnvironmentBlendMode =
  125605. | "opaque"
  125606. | "additive"
  125607. | "alpha-blend";
  125608. type XRVisibilityState =
  125609. | "visible"
  125610. | "visible-blurred"
  125611. | "hidden";
  125612. type XRHandedness =
  125613. | "none"
  125614. | "left"
  125615. | "right";
  125616. type XRTargetRayMode =
  125617. | "gaze"
  125618. | "tracked-pointer"
  125619. | "screen";
  125620. type XREye =
  125621. | "none"
  125622. | "left"
  125623. | "right";
  125624. interface XRSpace extends EventTarget {
  125625. }
  125626. interface XRRenderState {
  125627. depthNear?: number;
  125628. depthFar?: number;
  125629. inlineVerticalFieldOfView?: number;
  125630. baseLayer?: XRWebGLLayer;
  125631. }
  125632. interface XRInputSource {
  125633. handedness: XRHandedness;
  125634. targetRayMode: XRTargetRayMode;
  125635. targetRaySpace: XRSpace;
  125636. gripSpace: XRSpace | undefined;
  125637. gamepad: Gamepad | undefined;
  125638. profiles: Array<string>;
  125639. }
  125640. interface XRSession {
  125641. addEventListener: Function;
  125642. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  125643. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  125644. requestAnimationFrame: Function;
  125645. end(): Promise<void>;
  125646. renderState: XRRenderState;
  125647. inputSources: Array<XRInputSource>;
  125648. }
  125649. interface XRReferenceSpace extends XRSpace {
  125650. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  125651. onreset: any;
  125652. }
  125653. interface XRFrame {
  125654. session: XRSession;
  125655. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  125656. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  125657. }
  125658. interface XRViewerPose extends XRPose {
  125659. views: Array<XRView>;
  125660. }
  125661. interface XRPose {
  125662. transform: XRRigidTransform;
  125663. emulatedPosition: boolean;
  125664. }
  125665. declare var XRWebGLLayer: {
  125666. prototype: XRWebGLLayer;
  125667. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  125668. };
  125669. interface XRWebGLLayer {
  125670. framebuffer: WebGLFramebuffer;
  125671. framebufferWidth: number;
  125672. framebufferHeight: number;
  125673. getViewport: Function;
  125674. }
  125675. interface XRRigidTransform {
  125676. position: DOMPointReadOnly;
  125677. orientation: DOMPointReadOnly;
  125678. matrix: Float32Array;
  125679. inverse: XRRigidTransform;
  125680. }
  125681. interface XRView {
  125682. eye: XREye;
  125683. projectionMatrix: Float32Array;
  125684. transform: XRRigidTransform;
  125685. }
  125686. interface XRInputSourceChangeEvent {
  125687. session: XRSession;
  125688. removed: Array<XRInputSource>;
  125689. added: Array<XRInputSource>;
  125690. }